World-Aligned UV Material: Tips to avoid seams?

Hi. I am working on a modular level generation system, mostly for random level creation, but also for manipulation/building by the player.

Most level geometry follows a certain tiling size, which also fits the texture-“cycle” (UV 0->1) of its world-aligned material.

Everything would be perfect, if walls would have no strength/depth, so their surfaces would be exactly ON the grid of the tiles.

But since they do need depth, it’s inevitable that their sides are shifted by a few units away from the grid, resulting in seams in the texture at corners.

I mean, sure it’s logical that this kind of thing must be occuring and I don’t see a way around it, because only at the “crossing-points” of the grid, X and Y coordinates can ever match.

But I’d still like to ask for advice, material-related or other solutions. Maybe someone knows something I don’t…