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The way I solved it was by implementing a custom surface shader that used perlin noise to determine the frequency at which a texture would be applied to the terrain surface. This also depended on how the terrain propogated. I forget the exact details as this was a small project from a while ago. But I was untimately able to mitigate any sort tileing/repeteing effect while only using a 64px texture. A very similar method to mine is used in this Github repo and might be worth taking a look at https://github.com/simeonradivoev/GPU-Planetary-Rendering
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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procedural-stochastic-texturing
Modified Shader Graph package implementing Procedural Stochastic Texturing
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