So, this is something I’ve run into several times… I’m trying to create a simple ‘zoom’ effect within a dynamic material and want to be able to scale a texture’s UV’s while it maintains its position, centered in the material (as opposed to locking to the top left corner and wrapping or tiling).
Take a look at the function Eric mentioned. I’m not at my computer at the moment, but I’m fairly certain it takes a vector 2 “position” input (which is 0.5, 0.5 by default)
If your center = [0.5;0.5], then
((UV-[0.5;0.5])*Scale)+[0.5;0.5]
Another words, you just move Center Point to [0;0], scale it and return it to its initial position.