Lines on 360 image?

My 360 image has a line presumably where the image folds. My shader is attached. How do I fix this? I’m using a equirectangular image format.

  Shader "Custom/insideOut" {
        Properties {
            _Color ("Main Color", Color) = (1,1,1,1)
            _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
        }
    
        SubShader{
            Pass {
                Tags {"LightMode" = "Always"}
                Cull Front
    
                CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag
                    #pragma fragmentoption ARB_precision_hint_fastest
                    #pragma glsl
                    #pragma target 3.0
    
                    #include "UnityCG.cginc"
    
                    struct appdata {
                       float4 vertex : POSITION;
                       float3 normal : NORMAL;
                    };
    
                    struct v2f
                    {
                        float4    pos : SV_POSITION;
                        float3    normal : TEXCOORD0;
                    };
    
                    v2f vert (appdata v)
                    {
                        v2f o;
                        o.pos = UnityObjectToClipPos(v.vertex);
                        o.normal = v.normal;
                        return o;
                    }
    
                    sampler2D _MainTex;
    
                    #define PI 3.141592653589793
    
                    inline float2 RadialCoords(float3 a_coords)
                    {
                        float3 a_coords_n = normalize(a_coords);
                        float lon = atan2(a_coords_n.z, a_coords_n.x);
                        float lat = acos(a_coords_n.y);
                        float2 sphereCoords = float2(lon, lat) * (1.0 / PI);
                        return float2(1 - (sphereCoords.x * 0.5 + 0.5), 1 - sphereCoords.y);
                    }
    
                    float4 frag(v2f IN) : COLOR
                    {
                        float2 equiUV = RadialCoords(IN.normal);
                        return tex2D(_MainTex, equiUV);
                    }
                ENDCG
            }
        }
        FallBack "VertexLit"
    }

Did you fix this?