Local Screen Space UV
Screen space UV coordinates which stay attached to an object’s center as in this post: https://www.artstation.com/artwork/48zd5l
FOV calculation per Glitshy
Shader code
shader_type spatial;
render_mode unshaded;
uniform sampler2D image : source_color;
uniform vec2 tiling = vec2(1.0, 1.0);
uniform vec2 offset = vec2(0.0, 0.0);
varying vec4 node_position_clip;
void vertex() {
node_position_clip = (PROJECTION_MATRIX * vec4(NODE_POSITION_VIEW, 1.0));
}
void fragment() {
vec2 local_uv = (SCREEN_UV * 2.0 - 1.0) * node_position_clip.w - node_position_clip.xy;
// Adjust for aspect ratio and FOV
local_uv.x *= VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
local_uv *= -1.0 / PROJECTION_MATRIX[1][1];
ALBEDO = texture(image, local_uv * tiling + 0.5 + offset).rgb;
}


Thank you so much