I want to use the local Aligned Texture node to override UV’s on a character, but I can’t see a way of being able to manipulate the panning or tiling of this texture, as it’s a texture object not a texture sample?
I’m sure there is a way of making this work as a texture sample so I can then manipulate it? But I don’t know how to do it
You change tiling by dividing/multiplying the position, disregarding if it is world or local position. You can do panning by adding time to one of position components.
In the end I ditch the local aligned texture function, and I used world aligned texture instead, then plugged the local position into the world position, that seemed to work.
Then as Deathrey put, I just multiplied, or added in my case the position over time