Full Precision UV's?

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Hey guys,

I am switching over from Unreal to Unity and have a voxel-ish game that uses pixelated unfiltered textures on geometry. I am seeing an issue where the texture isn't lining up exactly despite being correct in Houdini. I saw the same thing previously in Unreal but was able to fix it by using “full precision uv's” on the model. In Unreal you can tell the Houdini Engine Plug to favor them by default. Is there an equivalent on the Unity side?

-bk
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* I tried a uv node in my shader set to a Precision of “Float”, but that didn't work.
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