Contrary to what I was speculating, the issue with the seams turned out to be simply the bleeding from the textures. It always ended up sampling at least one pixel from the adjacent texture too.
So, the fix turned out to be an easy one: rearrange the tiles inside the texture so that they are always bordered by affinity. And seams are gone!
I’ve also increased the tile size to 32×32, so I can add in more detail later if so desired. Now two things to finish off the basic implementation of the new terrain:
-Make it so the tile chooses the correct texture to display based on its neighbours
-Add controls for changing the height of the vertices
After tackling those two, I’ll need to take a new look at the shot creation system, since before it was relying on raycasts for some things still. Either change the system from raycasts to simply analyzing the grid, which could be cheaper, or turn the flat tiles into cubes so that it has a proper volume. That’s for later!