When making a shader in shader graph that is being applied to a sprite sheet texture, I often want to do things with the UV. The problem is that the UV coords (0-1) are for the entire sprite sheet as opposed to just the local uv coords for the current sprite that is being displayed. Example: Create a shader that simply clips the sprite at the halfway point (only displaying half of it). I would simply just take the UV than add a step node and multiply that by the _MainTex alpha channel. Does anyone know if Shader Graph (or unity 2019 in general) has a built in function/node for this? I know a common method is to just calculate this yourself giving the sprite rect information then passing that to the shader via properties. I was hoping maybe i wouldn't have to do this every time i wanted a shader with local UV logic applied to sprite sheet textures since it can get tedious. Thanks!