# Custom uv settings for each instance

**URL:** <https://forum.babylonjs.com/t/custom-uv-settings-for-each-instance/17456>\
**Category:** Questions\
**Created:** [January 13, 2021, 4:27pm UTC](https://forum.babylonjs.com/t/custom-uv-settings-for-each-instance/17456 "2021-01-13T16:27:08Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [January 13, 2021, 7:37pm UTC](https://forum.babylonjs.com/t/custom-uv-settings-for-each-instance/17456/5 "2021-01-13T19:37:48Z")

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There’s no hook point before reading from the albedo texture that would let you change the uvOffset used for the lookup in the texture.

What you can do is creating a node material and using a bit of code to inject a custom attribute in it:

> [@Vertex color material editor](https://forum.babylonjs.com/t/vertex-color-material-editor/17255/2):
>
> The vertex color is accessible through the Mesh.Color block. You can use custom attributes in a node material by doing a bit of code:

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