I am using triplanar mapping on a mesh (with method shown here) and tesselation (adaptive, crack-free displacement, max displacement set to 60). I am also controlling the tesselation mutliplier based on distance from the camera. All the textures used for the mesh (basecolor, normal, height) are using the same UV coordinates as defined by the triplanar calculation. When using this material on a mesh, I have swimming issues. When using the same type of material on a landscape (same textures, same calculations), I don’t have the swimming effect. Any idea?