One nice thing about the small tiles that Pathfinder uses is that solid colors, gradients, and repeating images can all be handled just by adjusting UVs. No separate shaders or complex branching ubershaders needed.
Replying to @SimonSapin
(x, y) texture coordinates, which are traditionally called u and v to differentiate them from vertex positions
12:31 PM - 7 Feb 2020
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