You could have a texture that always matches to the next pipe (say on map channel 0) then have a blended texture for the between area on map channel 1 where you could vary the tiling.
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/ There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in…
its just re-ranged to 0:1 and will be expanded back out when it's sampled by the shader - exactly the same as a normal map just divide the resultant [-1:1] vector by 2 and add 0.5