I'm trying to make a procedural planet shader, and a major problem I'm having is distortion on spheres. If I use the UV texture coordinates, they always get compressed at the poles and stretched on the equator.
I've tried messing with the UVs, but I always end up with some really obvious seams. I'm also not using a normal image texture setup, so I can't use the spherical texture option. I've also tried using a separate vector node and using the Z axis to change the scale of the texture, but I still can't get it right. Is there a way to UV map a sphere with little to no distortion? Or does anyone know of a node setup that could correct the scaling issue?