Are the texture arrays you are talking about somewhat free of seams issue? Honestly I am not sure I understand how they work deep down besides some vague mentioning of using W or Z in UV values as ID for parts? . Can I recreate it in a node network or it's a feature too deep to gpu hardware?
It actually works with nodes.... Use the W component as index: I would assume they create a gigantic volume texture from the list of textures, because of the way it works. Like putting all texture on top of each other and select which one is needed by changing the z coordinate. I may be wrong though. Also, I don't get why…
I did more tests, and it seems like for such extreme angles, you would need a very large border, at which point, you waste a lot of texture space. So I would not recommend doing that. This whole thing also takes a lot of effort starting with writing a specific shader, and continues with authoring textures this way. I'm not…