Hey @MaxwellFury ,
I took a look at your Shader Graph.
It seems that the Tiling and Scale properties were to Global (not exposed).
So, unless you set them from code with Shader.SetGlobalVector() and Shader.SetGlobalFloat(), they will default to zero.
Setting those two as exposed (Local / Per Material) fixed what I believe your issue was.
You can read more about Property Scope in this thread .
Hope this helps.