I was able to implement a tri planar shader like in this tutorial: https://www.youtube.com/watch?v=Ylq_ZZ_9ZFo
It basically automatically UV maps textures onto a mesh using the world coordinates and normals instead of mesh UV’s. This is great for arbitrary organic meshes like caves that would be a nightmare to have seamlessly align if you were doing uv’s manually.
However, there are issues with normal mapping seams at edges of meshes. I had to do some minimal UV unwrapping so that good tangents and binormals would get generated for my meshes, or else the normal maps looked like a giant polygonal mess of seams. Now it looks great, but I can still see normal map seams at mesh edges.
This is because the tangents don’t flow in the same direction between mesh edges in the world. In one mesh, my tangents might be flowing top to bottom, and in another mesh, left to right, and this results in the normal map seams. If I disable normal mapping, there are no seams since the base color textures align perfectly.
I was hoping to not rely on mesh tangents and compute the tangents in the shader somehow using world space positions and normals somehow, just like I am with the uv’s.
Thing is I don’t even see a way to override what tangents are fed into the normal mapping inside the material editor.