Own Frag Shader has an ugly edge on the texture coordinate setback

A blender atlas will (based on the skill of the modeler) try to keep obvious seams together in the texture to avoid this issue. This is why UV wrapping can be quite an art… picking the proper edge of the model to ‘cut’ for the UV map. Then usually Blender will have additional pixels in the gaps to keep mip blending smooth.

At some point, you can continue to make more and more complicated shaders… or you can have three materials that use texture arrays. Given that this stuff is like 5% of what it takes to make a whole game, I recommend spending as little time on it as possible.

…unless finishing a game is not your goal. Then continue.