Why does forward render path cause pixel lines between textures?

I have a bit of a problem where my meshes are either unsmooth because I’m using deferred rendering path or they are smooth using forward rendering path but it creates this weird pixel line between the textures on the mesh. Has anyone encountered such a problem and overcome it? It seems like more of a unity rendering issue. These lines as you can see in the “Render Path: Forward” screen shot do not appear using deferred render path; nonetheless, using deferred makes the edges of my block meshes jagged without AA. I’d like to have smooth edges and not have these weird pixel lines showing up. Any help would be appreciated.

I’ve found that disabling MSAA on the camera fixes these artifacts.