Keeping texture size constant regardless of camera distance

I mitigated the “swimming” effect using quantization steps for the UVs. This provides good result, but there is a “scanline” between steps, hopefully it is not really visible when walking on the landscape since the view angle is flat. If the landscape is seen from top through this can be more visible.

My issue is not only on background static meshes but on the landscape textures. I don’t think we can control the LOD management for them.

So below is a picture, this is a grain effect I am applying based on distance, but since it is quantized it creates a scanline effect when transitioning between resolutions. This is barely visible on a screenshot, but more visible when animated. I am trying to find a solution that doesn’t have this side-effect !