UV Edges when creating world aligned Texture with Texture Atlas

Problem

I have created a material that is using world coordinates and the triplanar mapping method. I wanted to be able to use a texture atlas within this material, which I was able to get to function prowerly, except there are very small lines visible, which seems to be edges of the UVs.
Following image shows the whole node setup for the UVs of my material:

Here the material in the level:

It is not that annoying, but still quite visible.
I have not that much experience with this stuff, so
I’d really appreciate any type of help^^

It’s a frac node, to solve it Frac artifacts on a tiled flipbook texture: how to remove them? - #12 by RyanB

1 Like

looks very promising, gonna try that out ^^

Hah it worked thaanks for the help^^