Godot Version
4.4
Question
I’m trying to create water with a plane and a visual shaders based on a noise cell and a color, my problem is that I’m using the uv node but if I resize my plane, then the noise will be distorted. How can I make my noise not take into account the size of my plane?
Hi!
You can use the mesh world position as the uv parameter for your texture sampling. Texture UV are just a Vector2, so you can actually use anything for it, and world coordinates are a perfect fit here (using the XZ plane).
Sadly I don’t know how to do that using the visual editor as I only use the text editor, but hopefully you’ll find some answers online about a node sampling the world position. If not, feel free to ask and I’ll have a look (or somebody else here)! 
Thanks for your reply,
but I couldn’t find a node world position.
Maybe this video can help, he seems to do exactly that (with timecode):
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I love you. I racked my brains over this bug for 3 whole days.
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