Texture UV input - how it works?

In most use cases, you have an uniform 2D Vector as UV input.

Think about the UV input as “how often does the Texture fit into the normalized UV-Space?”

The higher the numbers, the more often the texture repeats (= the texture gets smaller)
The smaller the numbers, the less the texture repeats (= the texture gets bigger)

U is horizontal repeating, V is vertical repeating

This can be useful when it comes to Landscape Materials. To avoid visible repeating, you scale down the texture by decreasing the UV Input.