UV offsets and splat maps issue

I am trying to add road placement functionality to my game. I’ve decided to go with a splatmap approach, where the splat map defines the road locations, and the road types. I use the following shader to accomplish this:

Shader "Custom/Terrain" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0

		// For roads
		_RoadMap ("Road Splat Map", 2D) = "white" 
		_RoadMapIDDirt ("Dirt Road Value", Float) = 128
		_RoadDirt ("Road Dirt Texture", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		// for debugging
		#pragma enable_d3d11_debug_symbols

		sampler2D _MainTex;

		// road stuff
		sampler2D _RoadMap;
		float _RoadMapIDDirt;
		sampler2D _RoadDirt;

		struct Input {
			float2 uv_MainTex;
			float2 uv_RoadMap;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {		
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
			
			// Handle roads
			// Roads are drawn using a splat map where one pixel is equivalent
			// to one tile in the terrain grid.
			// Color defines the road type
			fixed4 road = tex2D (_RoadMap, IN.uv_RoadMap - (0.5 / 128));
			if(road.a == 1) {
				if(round(road.r * 255) == _RoadMapIDDirt) {
					o.Albedo = tex2D (_RoadDirt, IN.uv_MainTex);					
				}
			}
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

The game is grid based, and currently is 128x128 tiles, defined by a 129x129 vertex plane. _RoadMap is a 128x128 pixel texture, with filter mode point.

The problem I am having is that all of the roads are offset by 0.5 grid units, and as such they show up between tiles, not on tiles. I understand this has to do with the way UVs are sampled, and I tried to fix this (as demonstrated in the above shader). While this fixes it in the dead center of the terrain, there is still a slight offset that increases the further away from center I get:

I use the following splat map:

47286-roadmap.png

How could I go about getting the road to line up with the grid properly?

I think I figured this out on my own. The trick was to sample the _RoadMap texture like so:

fixed4 road = tex2D (_RoadMap, IN.uv_RoadMap / (_RoadMap_TexelSize.xy * (_RoadMap_TexelSize.zw - 1)));

xy is the texel size, and zw is the size of the texture in pixels. Not sure why I had to subtract 1 from zw; but this works.