Is there a way to convert RGBA or other output to a texture node that can use UVs? Alternatively, is there any simple way how to offset or rotate such RGBA outputs if I can't use the Texture Sample's UVs for these actions?
I can provide UVs (as far as I understand them) for the RGBA images if that would help...
At the moment, I'm layering multiple noise textures with different panning/ rotations / tiling etc to create a fog effect. I wanted to create a normal map from the resulting fog as if it was a height map - problem is, I cannot do operations like offset with anything that isn't a texture - or can I?
Also, some time ago I wanted to rotate another type of output, but once again, from what I know I need Texture Sample UVs to use Rotation. Back then, I tried the matrix multiplication mentioned in https://thebookofshaders.com/08/ but ultimately failed.
Apologies for having trouble to understand the effect you're going for, however, as I said in my first reply, I don't think that it's possible manipulate the data you're handling without using at least one sampler and its UV coordinates, at least not within the scope of ASE.