Maybe Texture.GenerateDetiledTexture(tile: Texture, size: Vector2, repeat: Vector2)
or would a procedural texture be better?
size: output texture size
repeat: obvious
Approach #1:
Approach #2:
Approach #3:
Mix material example:
EDIT:
Implemented as procedural texture. I vote for this approach using proctex, the shader is subject to change.
class DetiledProceduralTexture extends BABYLON.ProceduralTexture {
private _tile: BABYLON.Nullable<BABYLON.Texture> = null // tile textures
private _repeat = new BABYLON.Vector2(1, 1) // repeat u, repeat v