It’d be way more reliable if it was able to use the DPI scaling in the material expression instead so it’d use the curve. It could also work correctly when I’m not rendering the UI to the screen but instead to a 3D widget.
I figured out a really stupid workaround, assuming this is a material used in a widget.
In image settings in the widget, set “Draw As” to “Image” and “Tiling” to “Both”. “Image Size” will be locked to 32x32 - you can change the numbers in the UI, but they will not affect anything; it will still treat the size as 32x32.
thanks dude, I was going crazy with this, on HLSL is View.ResolutionFractionAndInv.x my use case was multiplaying the mouse screen location, that corrects the DPI thing inside the material