Ahh that's what I thought. In that case, do a subtract then multiply then add. Whenever you scale (multiply) UVs, you're scaling around the pivot point of the UVs, which is the origin (which is 0,0). If you want the UVs to pivot at the (0.5,0.5) point then you need maths such that when you multiply, the 0.5,0.5 point…