Ah I was worried you were going to say that. I’ve tried all sorts of things, including that. I just can’t get the expected results. In ASE the result is clean, the quads scale up and down nicely:

In SG I’ve tried a lot of different ways with transform nodes and transform matrixes. Here’s the example removing the position nodes and feeding the transforms straight in: (I accidentally did object to tangent instead of world to tangent in the screenshot, but it doesn’t make a difference)

(I am not zooming in/out here, I am adjusting the slider on the material)
The closest I have come is with something like this:
Which produces this result:

If anyone is interested I’d be more than happy to share my mesh (any mesh with 0-1 UV’s on each quad will do) and/or shader files if someone wants to take a crack at it?

