I’m using a very simple planar mapped surface shader. It’s providing the look I want, which is a softer low poly style. I emphatically do not want the more typical triplanar shading, the soft blending of colors over edges with less distinct edges is what we are going for.
The important part of the shader is this:
float2 uv = IN.worldPos.xz;
fixed4 c = tex2D(_MainTex, uv * (1.0f / _Scale)) * _Color;
This does produce a few artifacts, but the thing is they mostly work in our favor. But sometimes not, like at certain distances you can see noticable banding and blotching at times, how noticeable is dependent on the texture and color distribution.
So what would be the best approach here?