Thanks Kadri,
Yes I am thinking of using it to texture a canyon wall, so the Side X projection is very useful.
After a bit of experimentation, using a scene with a kind of 5km Cube created using a Heightfield Generate and Ajdust Vertical, I found that I could get rid of the reflection on the opposing wall of the cube by making the Image Shader a child of a Surface Layer shader and connecting a Simple Shape shader to the Surface Layer shader's > Blending input to restrict the distribution of the Surface Layer Shader.
Using Projection Type > Through Camera seems have one advantage, namely that you can rotate the image, which isn't possible with the Plan Y, Side X, and Side Y projection types.
I've also been trying to create Strata Layers procedurally using some functions (a colour gradient node would make this much simpler) but that's a subject for another thread...
Jo,
Thanks for the update!