UV mapping from dynamic texture to dynamic mesh

Hello everyone! I need help with UV mapping.

I have created a dynamically generated mesh. First I defined hexagons, then I defined trianges, then I used those to create a mesh. I have a 1024x1024 texture file which I want to directly map to my mesh.

My goal is to reduce draw calls by making my hexagon tiled terrain a single draw call. The game is played in 2D, with top down view of a hexagon playing field. Ideally, I would like to use a small texture with splotches of colors that each represent a terrain type, and have each vertex have a splotch of the relevent color.

The issue arises when mapping the texture to the mesh. I assign each verticies UV value to be equal to the XY position of the vertex, and I end up with the texture tiled for each vertex. Rather than explain my flawed reasoning, can someone explain how I should map the texture to the mesh so that it is only tiled once across? Or explain how to get to my goal?

Links to relevent guides would also be very helpful.

Thank you!
-Mikal Saltveit

EDIT: I got it, UV mappings are from 0.0 to 1.0 Float values made it work. I could still use help with how to optimize and achieve my goal.

How is this working out for you?