I’m trying to create a tillable Shader in Unreal with Worldposition so every time i’m duplication a mesh, the texture will fit with the other one, but i cannot figure out how to control the x,y axis of the texture.
There is a material function called “worldcoords-XY” that has a scale input. Or you can just take worldposition, component mask the R and G channels and then divide by a scalar parameter which would be your size.
I’ve tried with component mask R G, but the division seam to control only the X and not the Y since Y is always stretching regardless the number i’m putting.
Are you looking at the preview plane in the material editor? that will show up that way unless you rotate to look at the top since you are looking at the side view. So by definition the Y will stretch since every vert has the the same Y as viewed from the side.