The two materials share one texture, and two identical textures will appear when loading the scene after serialization
This is a current limitation of the serialization process. If you know the textures are the same, you could dispose of the repeated textures and assign the remaining one to the other material.
If there are many materials in the scene sharing the same texture, if you only want to modify the uScale of the texture, you need to modify all the referenced textures, which will take a lot of time.
If you do what I outlined in the message above then you’ll have the same referenced texture everywhere and it won’t have this problem right? Unless I’m missing something