Hey guys, I have a working vertex displacement shader for Unity 3.5, but for some annoying reason the mesh gets split apart at the UV seams as shown here: Shader "Bio/VertDisp" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Color Map", 2D) = "white" {} _NoiseTex("Noise Map", 2D) = "white" {} _TimeScale…