Tiling texture uv wise globally


[SUB](image is illustrative, made cheating)
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What I would need is for the face to repeat the uv after every unit in size.
If I would scale a face (1by1) to 2by4 then there should be 8 tiles of that uv.
It should work regardless of orientation, or at least in the main axes.

Only way I can imagine it currently is with custom vertex shader, but then i would also have to implement lamps…

subdivide your plane and reset the uv’s so that each face is using the texture, then you can change each face as well to design maps

Well the idea was to reduce the face amount, not to increase…
That way i could draw a 64by64 single style tile plane with only one face, thats a reduction of 4k.

How about using a one-image texture? Than scale the UV-up.


Thought about it, but as I would want to use multiple tiles with least performance impact, it did not rub me right.

Also could I have multiple textures on one material ?

I need to be able to change the texture face wise ; to reuse faces for other tiles later.

I still think having more faces is your best bet, is your game 2d or 3d? will there be some kind of LOD?

As far as i know the only other option is to save your texture on its own image and have a seperate material, but thats annoying.

you can use nodes and a splatter map,

or many textures and a stencil
(that way you can work from a atlas)

The modulus function is what you’re looking for. If you’ve divided up your image into 4x4, the use mod 0.25 on your UV map.