I am working on a game in which the water is made up of many different procedural meshes. The procedural meshes work fine, but when two water-cubes are together, the boundary between them is rendered as if it were an edge.
My water material is super simple at the moment, just a blue partial-opacity material with a bit of noise-based displacement.
I assume there is a simple way to make my material not render itself more than once over one pixel (if that makes sense), that way the meshes can appear to be one continuous body of water while retaining their cube-like volume and UVs.
I made a simple diagram, let me know if a picture is needed from in-engine.