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Question by JelmerP · May 19, 2021 at 03:20 AM · 2drotationshadertexture2dgraph

Shader Graph: How do I rotate a texture that is part of a larger texture?

I've been playing around with the 2D Tilemaps and have been using Shader Graphs to "break up" the repetitive patterns that you get by reusing the same sprite for each ground tile. The way I implemented this is by using perlin noise and rotating its own texture and overlapping it using the perlin noise. After some struggles (Im new to Shader Graphs) it works great.

The problem arises when I try to apply my Shader Graph to a texture that has been imported as part of a bigger texture. This can be seen below. Unity's auto-slice correctly places the pivot in the center of each sub-texture as I want.

alt text

Rotation that is currently happening clearly shows that the rotating is placing my sampler onto a different part of the bigger texture.

alt text

The way I currently have it setup is that the rotation is done by the UV - Rotate node into the UV input on the Sample Texture 2D node. This is where things go wrong when the texture im trying to rotate is part of a bigger texture.

alt text

So the question is: How do I properly do this?

Is there anyway to rotate later on in the process after the sampling has been done?

I have thought of some work arounds, like making my big texture rotationaly symetrical or of course just importing one tile at a time. But I really want to find a proper solution that does not create some dependencies on the way my textures are formatted.

I wasn't able to find any previous anwsers to this problem by googling but it seems like it should be a fairly common problem so any links to solutions would also be greatly appreciated.

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