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So, affine texture mapping is sort of a 'hardware' feature, I think there are ways to map differently in the code but then it's no longer really affine texture mapping.

I believe the way developers for PS1 games got round this problem is by subdividing the mesh to use more triangles, since this issue mostly arises when a single triangle takes up a significant percentage of the screen at an angle.

I'll look to see if there's a way to do some sort of blend between affine mapping and perspective correct mapping, as I feel that could be a useful feature if I can get it working. Thanks for reaching out!

Just here to second this request. I have a game that's fairly close to completion in terms of its art pass and I don't think I have enough time to manually re import all of the mesh's subdivided. Realistically even an implementation of some sort of subdividing script as an option of the package would also be a fantastic option if possible. I have extremely limited shader knowledge and just know object oriented programming and art.

(+1)

I might be able to do that in-shader with tessellation, although not all platforms support that. I just think it would be funny to combine the modern shader feature of tessellation with the very retro feature of affine texture mapping. Either way, it sounds like there is definitely demand for some kind of feature(s) to get around this extreme warping without needing to manually subdivide the mesh.

Just realised there is a very easy workaround that will save you the trouble. People can just use probuilder, and use the 'ProBuilderize' option on their GameObjects to subdivide them. Honestly a very good solution as it doesn't involve a workaround and allows true affine texture mapping.