I had a lot of issues with texturing the planet. My initial method involved using the surface normal or position on the sphere (Since it was at the time, a unit sphere with no extra distortion such as height displacement) as the look up value for a cubemap. However, I could never get this method to work correctly due to some strange distortion issues where the texture wouldn’t match up in some places with what it should do.
I eventually decided to go with a more normal method, and just used a seperate texture for each mesh, and generated the UV co-ordinates for them. This worked fine, and when the mesh was height displaced, it still matched up correctly!
There are still several problems at this point with the UV co-ordinates and texture seams, but these will be fixed!
(Notably here, the UV co-ordinates are slightly off, and the texture mode is set to repeat and not clamp)