How to make a postprocess material to respect alpha texture and avoid stretching

What I want to achieve is to add this material to a postprocess volume so that everywhere the camera looks, the texture will be in there. Probably this is not the best method but is the only thing I came up with after watching a tutorial about how to make a dithering material (that in the end didn’t work because only 2 parameters in the Instance Material appear and not all 4).

Anyways, here is my current setup:
MI_GRID_TEST4
The texture I’m using to produce the dithering (it’s there above the first “T” of this phrase but the size is 2x2! :sweat_smile: it basically looks like this)
image

And what I haphazardly did to try to control the grid-size of the texture…

But somehow the alpha isn’t showing up and I only see a rectangle on the postprocess volume when I assign it.

That’s with a param Value of 1. With a value of 100 it ends like this, an uneven grid made of rectangles of different thickness…

What I basically want to do is this (mock-up made externally)(click it for proper view)


And just in case, a close-up of the effect:
image

Do you have any ideas about how to approach this? :thinking: I wish there was some sort of way to make the camera to have this “grid” always in front to look through it that wouldn’t involve a postprocess volume. I’m open to any suggestions about how to better approach this and if I made a mistake while making the material. I’m not very savvy making them in UE5. I’m more of a Blender 3D node-mancer, but UE is kind of different and my experience in Blender isn’t helping me much getting this straight :flushed:
Thanks in advance for any input on the matter! :grin: