Well… it works on textures up close but in the distance the mipmap textures still have the same problem. I’ll try messing around with the mipmap settings.
I feel like this is a common procedure in the gaming industry so its crazy I cant find any info on it…
Edit: Found another thread with the exact same problem where the poster gave up lol, Seams visible in textures, I guess its just not common procedure to sample textures by changing UVs. I’ll just create separate textures for everything but that creates more draw calls/batches. >_<
I wonder how unity samples the sprite atlas feature. You can cut apart the image any way you like without having to pad anything. It’s not using mipmaps but you should be able to do the same with meshes/textures.