I am making a texture packer shader which reads the texture which is pre-split into quads. Top left will be albedo, top right Spec Color, Bottom Left Normal map and Bottom right is Emissive.
So far I have it all working by remapping the 0 - 0.5 areas back to 0-1 UV space, but. I have no way to create tiling now as it would reintroduce the other quad areas, so. I am thinking, is there a way to call my pre-final nodes a texture and then work from that as if it was an original Texture node?
I am thinking about the Virtual Texture Object Node.. could that solve my problem, not sure how to use it though.
- Unreal Engine