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.
Hello, thank you for getting in touch and for your support!
Unfortunately, baking the node network to a texture is beyond the scope of a Shader Editor, although it might be possible to achieve through additional scripting and dedicated shaders, as mentioned on this topic.
The Virtual Texture Object node was specifically designed to provide compatibility with Amplify Texture 2, so its specific for that use.
Please let me know if you have any further questions, thanks!