I have made a displace and decimate modifier pipeline to generate a globe with height map displacement. However the UVs after this process become messy. Even recalculating UVs by geometry nodes still have glitches around the edge because UV at the seam are merged and wrapped around as a result of decimate modifier.
The simplest solution should be just running
UV > Sphere Projection but that is not an option on the modifier or geometry nodes
I am using blender 2.93. Are there any ways to make this possible by any means? Could I write script to run command after modifier? Or are there any ways to split the edge of decimated mesh and recalculate UV properly? Or any node in geometry node that I could use to completely imitate
Sphere Projection algorithm? Or did this feature have been added in blender of later version?