This question is basically a reflect of this thread I started, but I suspect no one can answer this. I have a mesh with a cubemapped Texture2D that assigns height values to shared uvs. The mesh is getting split at those points and I'm trying to figure out how to either average them together (but they aren't separate verts?) or make my height loop skip one of the two shared UVs (but UVs only have 1 coordinate?)
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can 5 verts and 4 triangles be done on a square texture?
Scale mesh but keep original uv?