Hello Godot forum! I'm relatively new despite already knowing about Godot for a long time.
I'm looking for a way to seamlessly wrap / project textures onto meshes of arbitrary shape but get issues with normal maps.

I wanted to do tri-planar mapping at first but decided not to because sampling each texture 3 times would be expensive.
I did tri-planar mapping without sampling 3 times, this only works for flat-shaded things essentially and has no blending near borders/edges.
I considered using 2 UV maps on a mesh, sample a texture 2 times and blend near the UV edges with vertex colors used as weight, this however would still require 2 samples per texture and require quite a bit of setup.
Currently, I just project a texture onto a mesh in an extremely minimalist shader, using Blender I reduced distortion in the UV as much as possible.
It works almost perfectly if I'm ONLY using the albedo.
It however breaks apart when normals are involved, apparently it has to do with how tangents are calculated and the fact that if your UV map is mirrored on one side, it also mirrors the tangents and thus creating an unsightly seam.
I tried changing or re-importing the mesh with tangents from Blender included, problem seems to persist however.
Is there really, ANY cheap way to project or UV map a texture onto a mesh without the seams and using a lot of samples?
Perhaps tri-planar mapping isn't as bad as I think, however once I start working on serious projects I might want to target graphics cards such as Nvidia GTX 800 or 900, or some of the earlier cards that support Vulkan or Direct3D 12 and if tri-planar is too slow then I have to make it a toggle or quality setting which means that people on slower hardware will not have identical visuals.