use RenderTexture on a sphere correctly?

I used Graphics.Blit to get shader output from Material to a RenderTexture. then assigned it to the gameObjects shader “_MainTex”. unfortunately the RenderTexture does not fit to the sphere object as the mentioned shader output should do.


is there a way to get correct output to the RenderTexture for the Sphere Object?

RenderTexture can’t do much for this problem. you need your shader to render seamlessly. if your shader can’t render seamless result. You need to do some trick to make it seamless.