Adding a padding system to texture atlas?

I’ve been working on AlexStv’s voxel tutorial and gotten it set up for the most part the way I wish it work. However, with all image settings correct - I keep ending up with white lines at a distance between the texture atlas tiles. After researching on Unity Answers and Forums, the best thing I can come up with is to add padding between the images and to the actual calculations but I cannot quite figure out where to do so.

https://gyazo.com/bcf8d98470314f2e1a5b922ca12dad60

Shown here, the padding has been added to the texture atlas, but I can’t seem to account for it in code:

    public virtual Tile TexturePosition(Direction direction)
    {
        Tile tile = new Tile();
        tile.x = 0;
        tile.y = 0;

        return tile;
    }

    public virtual Vector2[] FaceUVs(Direction direction)
    {
        Vector2[] UVs = new Vector2[4];
        Tile tilePos = TexturePosition(direction);

        UVs[0] = new Vector2(tileSize * tilePos.x + tileSize ,
            tileSize * tilePos.y);
        UVs[1] = new Vector2(tileSize * tilePos.x + tileSize,
            tileSize * tilePos.y + tileSize);
        UVs[2] = new Vector2(tileSize * tilePos.x,
            tileSize * tilePos.y + tileSize);
        UVs[3] = new Vector2(tileSize * tilePos.x,
            tileSize * tilePos.y);

        return UVs;
    }

What do I need to modify? My padding setting is +3 between images, but I’ve tried adding that to tilePos.x/y and tileSize.

Try this, it adds a bit of padding

	public virtual Tile TexturePosition(Direction direction)
	{
		Tile tile = new Tile();
		tile.x = 0;
		tile.y = 0;
		return tile;
	}
	
	const float tileSize = 0.25f;
	const float padding = 0.01f;
	
	public virtual Vector2[] FaceUVs(Direction direction)
	{
		Vector2[] UVs = new Vector2[4];
		Tile tilePos = TexturePosition(direction);
		UVs[0] = new Vector2(tileSize * tilePos.x + tileSize - padding,
			tileSize * tilePos.y + padding);
		UVs[1] = new Vector2(tileSize * tilePos.x + tileSize - padding,
			tileSize * tilePos.y + tileSize - padding);
		UVs[2] = new Vector2(tileSize * tilePos.x + padding,
			tileSize * tilePos.y + tileSize - padding);
		UVs[3] = new Vector2(tileSize * tilePos.x + padding,
			tileSize * tilePos.y + padding);
		return UVs;
	}