While playing in The Gutter (in Dark Souls 2

) I had another idea I wanted to share. It's another one where I don't think about the technical side of things. It's not even an original idea, but something I thought was worth "stealing" from another game because it in theory would be useful.
"Animated" custom textures. This being similar to that of sprite sheet animation, but not restricted to the same texture file--split frames into seperate textures with a name/tag/prefix/suffix so Dolphin/Ishiiruka knows what to do with it.
In my mind, I'm thinking of a graphics option that would force reload textures at a some user defined setting. The special texture tag would be used to identify each animation frame and the order in which they cycle.
Examples:
I) Swaps after every frame. Possibly demanding from tons of read/write calls.
II) Swaps synced to GC/Wii cpu clock timings. Could have slightly better performance. Or worse. Purpose is to swap texture frames for cadence, similar to how VSync works to eliminate frame tearing.
III) Custom timings, like every 100/500/1000ms.
IV) Any of the above + distance rolloff. Think mipmaps, but some can be animated and not the others. Could have animations only visible on base texture and first mipmap while the rest remain static due to distance from screen/player.
V) Animation frames can not only loop, but also play once per load. I'm thinking smoother transitions between mipmaps. Can't think of any other uses ATM.
VI) Can shaders use a texture? I'm visualizing a shader that uses an animated dithering/bump/specular/material texture to do frame prediction post-processing. Like dithering being applied to specific areas rendered instead of the whole screen at once. Dithering gets triggered and applied only to the DOF transition point so it's not a harsh edge at the point where DOF and no DOF meet. Or a texture being used as tiled masking texture for another shader (FXAA) to turn FXAA into a psuedo ordered/rotated/sparse grid AA. This could also be configured to only work during movement to help motion/temporal aliasing like TXAA does.
To better illustrate what I'm trying to convey, take a look at
the cave wall at 2:50. Video is from EpicNameBro, and is 45 minutes long so I linked to the timestamp.
In this video you can see some liquid substance like water running down the face of the wall, which is what this post is based on.