2D Tilemap Shaders Not Working

Hi, I’m kind of new to shaders in Unity and I was having an issue with tile maps. I’m using a shader to combine to alphas of two texture2ds, one from the tilemap and the other is a hole texture. The hole texture gets applied to tiles separately but this isn’t what I want. I’ve tried adding a position node world to the UV of the hole texture and it still is being applied on each separate tiles. Any help?

Could you illustrate what happens now vs. the result you want?

Here is what is happening:
6962918--820208--Fourm_Question_Capture_1.PNG

Here is what I want to happen:
6962918--820211--Fourm_Question_Capture_2.PNG

Here is the shader graph:
6962918--820214--Fourm_Question_Capture_3.PNG

Currently I am using Unity’s “Default-Particle” texture for testing.

Use the Tiling and Offset node to adjust the UVs before plugging into LightingTexture. Right now I suspect that the texture is repeating every 1 unit, which is also the size of your tiles so it appears to be unaffected by the position node.

You may want to try testing with a texture that’s more like the output you want, making use it has the correct Texture Importer settings.

1 Like

Thank you so much! I just had to use the tiling feature like you said but also make sure to pass in a position world node into the tiling feature. Thank you!