I have a 3D terrain (a voxel mesh, my "arbitrary mesh"). I know how to "splat" the texture down from above the mesh, but on vertical or steep slopes it smears.
I have access to the normals and positions of each vertex. How would I generate UVs (without using a shader, so no true tri-planar colour blending) so that the texture is not smeared on steep slopes and meets up nicely with itself (no sharp seams)?