Properly using OpenSimplexNoise as a TileMap shader texture

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:bust_in_silhouette: Asked By kedalovo

Hello! In the picture below you can see the issue occurring while trying to pass OpenSimplexNoise as a texture in a shader for a TileMap. This happens because the texture applies for the whole TileMap and cuts itself down according to the tiles that are set, which is the opposite of what I want - I want there to be no tiling of the noise texture. If such a thing is possible, please let me know. I only recently started learning shaders, hence the confusion. Thank you!

The picture of issue (right click it and open in new tab to see)