Is there any way to transform a quad in a way that will allow the specific positioning of it’s corners, in the same way as you use the homography node?
The problem with homography is that it adjusts the ‘perspective’ so if the edges aren’t parallel the texture shifts on the quad.
I can rebuild a quad using a vertex buffer which gives me control of the corner positioning but the texture transforms strangely on a 2x2 grid and while I think I can rebuild a quad with a higher vertex count I think it’ll be quite heavy.
I suppose it needs to be a bit like a skew transform
I have often used homography on a grid using constant shader and then upping the resolution on the grid to eg. 20 by 20 or so, so these strange transform problems get minimized to being not very visible.