If you want something conformal that has less scale variation and wastes fewer corner pixels than a pair of stereographically projected hemispheres and is still not too conceptually tricky, you can use a pair of slightly overlapping Mercator projections, at right angles to each-other, covering the sphere like the two pieces of leather covering a baseball. Each one can have a rectangular texture. There are some NOAA papers suggesting this approach for the grids for solving differential equations needed in weather simulation of the Earth.
The most pixel-efficient projection I know starts by breaking the sphere into an octahedron, then taking each octant to be covered in a grid of hexagonal pixels, using "spherical area coordinates" in each octant to determine the grid. Each octant can then be represented in an ordinary square-pixel image by a half square ("45–45–90 right triangle"), so the result is something like this <https://observablehq.com/@jrus/sac-quincuncial> with a hexagon grid like <https://observablehq.com/@jrus/sphere-resample> (scroll a few examples down from the top of the page). But figuring out the details about how to sample the texture when you need to cross edge boundaries, etc., makes using this quite a bit more fiddly than the 2 stereographic projection version. And there will be some seam artifacts.
It's more math, though, and usually not worth it unless you're already planning to subdivide the surface further for some other reason.