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Noise node column to "texture" in shader graph?
I need some help to make this work in Shader Graph. I generate a random "texture" from noise (just a noise node) to use on a couple things but now I want to take a "side" (around 1 pixel wide column or row) of that texture and repeat it to cover the entire UV range so it can be blended elsewhere. Exactly the same effect as when you sample a texture with one component of the UV fixed, except I cant sample this because it is not a texture but just random noise generated on the shader.
Let me explain better with a picture. Starting from the left side I want to achieve the "texture" on right side.
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