One thing you can do to minimize some of it is to roll off your noise toward the fresnel of the mesh. If you are using this for a normal map, as the surface rolls away from the view direction, you will see less influence from the surface normal on lighting anyway, so this should not feel out of place.
This is just a simple example of lerping from the “flat normal” color to your noise texture based on the fresnel of the mesh:
Which will produce a look like:
This takes care of the worst of the pixelation on the edges, but you still have some as the surface rolls away so you would have to play with the strength/bias of the fresnel mask to minimize.
Babylon.js Node Material Editor (babylonjs.com)
However, I feel a better approach would be to create the normal map procedurally in an NME procedural graph, and then pump that dynamic normal map into regular UV space as a texture in your main shader. This way, you don’t need to worry about the texture wrapping correctly as it would work like any other texture.
An example of this type of flow would be the product demo we did for the last release where we used a procedural texture to morph between two texture sets on the mesh:
The project can be found at Website/build/Demos/ProductPage at master · BabylonJS/Website (github.com)