Created a triplanar-texturemapping shader.
This technique doesn't require uv mapping and is geometry independent.

It's like a 'fake 3D-texture' where the color of every pixle gets calculated by its position and normal.

This allows you to texture spheres with (almost) perfect quality:


It also is very useful for terrains to prevent texture streching at high angles.


POTATO-MAN saves the day! - Random