Here we display the random values of each hex tile.
![Random: Per-Tile Random Values](/.images/TilingRandomizationValue.jpg)
We blend the hexagons together.
Any pixel fragment only has to consider three neighboring hexagons, one from each of the three groups.
The relative cost, compared to a regular tiling texture fetch, is is a bit of math (which is largely "free" on modern GPUs) and three texture fetches, one for each of the neighboring hexagons.