Compositing nodes in the shader graph for pre-processing textures
A "Compositor Texture" node would be added to the shading nodes. GUI wise it would function like a group node, when you open it, there would be compositing nodes on the inside that can do more complicated image-space operations than is feasible in a shader. This would be access to the full compositing node environment, with the only exception being that you couldn't use the "render layer" node set to the current scene to prevent dependency loops. (allowing it to connect to other scenes would be useful for example for TVs) Outside the node would be a texture coordinate input vector socket, an image output socket, sampler settings and resolution settings. This compositor would run before rendering the scene.
(To make this system as useful as possible, the texture nodes would also have to be added to the compositor, to allow caching of complex procedural textures.) (A separate (but perhaps similar) solution would be needed for textures of more then 2 dimensions.)
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