Is there a way to pack seamless textures?

Someone more technical could probably give you a better answer, but I think you’ll always run into issues with your edge pixels from compression and texture mip from the engine. The only way to avoid that is to turn off mipping and set your texture in engine to uncompressed, which you would not want to do in an actual production setting.

For seamless tiling textures, I pack mine into the RGB color channels, and then pick the channel I want in the engine. @Bruno posted a cool way to randomly pick a color channel as well Efficient way to randomly pick a color channel in materials? - #3 by Bruno
I’m not sure what engine you’re using, but if you need it, here’s the HueShift material function expanded

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