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Basic ShaderGraph question

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I'm trying to seamlessly tile a vertex displaced sphere with a seamless texture. The mesh is displaced during runtime and I can't figure out how to properly texture the sphere in ShaderGraph.

I did a little more research and what I think I'm looking for triplanar-mapping. My sphere is divided into four pieces that are then stuck together:

So as you can see the top and bottom are mapped correctly, but not the sides. When I up the resolution to get a sphere, the distorted texture remains of course:

 

Here's a sample a basic version …


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