Subdivision To Preserve Low Poly Style I'm working on a low poly style scene, meaning that individual triangles are intentionally visible.  I need to subdivide the scene while preserving the original geometry.

Basically, for every triangle I'd like to add 3 new vertices to create 4 triangles like this, so that it's still flat:



It may seem odd that I'm basically just increasing vertex count, but this is because I have a vertex shader that is warping the points, and I need more vertices for the effect to look nice.

I know about the 'poke face' but this does not work because I must reduce edge lengths for the effect.

Is there any built in tool I can use to accomplish my goal?
Thank you
Have you tried the Edge Split Modifier?
It does the trick for me.

This is an Ico-Sphere. I added the Edge Split Modifier to it, then I sharpened all the edges (or just the ones between which there should be no interpolation of normal values), then I added Subdivisions with Mesh > Subdivide, Slices set to 1 and Smoothness to 0, like suggested.



The UVs split as they should.