Hi everyone. To give a bit of context, I am currently making a 2D game with hexagonal tiles in the middle of the sea, with a Horizon effect. To mimic the horizon, tiles start being compressed vertically beyond a certain point on screen and their positions are more stacked (they follow a arctan(y) function).
Here is my issue: My tiles have a custom shader attached to them, but apprently if I scale the transforms of the objects, it just displays as pitch black in game. Assuming that an object with a shader does not like being scaled, I tried another approach, where I use a tiling and offset node in my custom shader. However, I hit another issue where the sprite is correctly resized but as its only able to display it on top of the original shape, some parts are cropped out.
To show this, I have here a crashed plane on the island (not on the horizon) at its original size.
And now when the plane is at the horizon, it is scaled down but cropping because of the shape of the original plane sprite (I think)
And here is a picture of the shader for reference:
Am I approaching this the right way? And what could I be doing wrong? Thank you in advance!


