Standard Shader - Texture Tiling Behaves Strangely

I have a material applied to a 10 x 10 mesh. The material uses Unity’s Standard shader, with a 1000 x 600 pixel texture applied to the Albedo map:

What I’d like to do is tile the texture so that it repeats instead of stretching. I understood that I could obtain that behavior by setting the “tiling” attributes of the material as needed. However, if I increase the tiling number, I get a weird stretching behavior.

This is without any change to tiling (click for larger version):

And this is with X tiling set to 2:

Any ideas what is happening here?

Cheers!

OK, figured this out (basically right away, when I Googled it…)

You have to

  1. Ensure that the ‘Texture Type’ setting of the texture is ‘Texture,’ not ‘Sprite’
  2. Set the Wrap Mode of the texture to ‘Repeat’
  3. Tile to your hearts content.
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