So I've got a basic shader that takes the direction the normals are facing and applies either a rock texture or a grass texture, both of which are tileable.

I'm curious how to get the textures to, instead of being stretched to cover the entirety of the mesh, tile instead.
here's the shader so far:

  • xyz replied to this.
  • Lousifr Multiply the default uv coordinate vector with some scaling factor and plug it into texture's uv input.

    Lousifr Multiply the default uv coordinate vector with some scaling factor and plug it into texture's uv input.