I was wondering if it's possible to pad UVs by slightly scaling each triangles uniformly.
This is on a lower end mobile so I have no access to geometry shaders.
My idea was just to compute the centre of the triangle and store that in a UV or tangent data.
In the vertex shader I would just do
normalise(vertexPos - triangleCentre) * _ScaleFactor.
Then I would blend this "under" the original UV map. This way the bits poking out would only appear on the outer edges.
Has anyone done this? I feel at a cost of precomputing triangle centres it could be faster than a pixel dilation.