I'm setting an image as the background for a SKScene with code similar to the following
/* In SKScene subclass */
background = SKSpriteNode()
background.anchorPoint = CGPointMake(0,1)
background.position = CGPointMake(0, size.height)
background.zPosition = Layer.Background
background.size = view!.bounds.size
background.texture = SKTexture(image: <# UIImage #>)
addChild(background)
This works to insert the image as a background for the scene, but if the image isn't the same aspect ratio as the background node, it is stretched to fill it.

(on the left is the result when an image is cropped to fit the aspect ratio of the SKSpriteNode, and on the right is the result when the image is of a different aspect ratio)
Is there a way to make the SKSpriteNode respect the original aspect ratio of the image, in the way that a UIImageView can be set to use UIViewContentModeScaleAspectFill?
EDIT
Changed mention of UIViewContentModeScaleAspectFit to UIViewContentModeScaleAspectFill, got them mixed up.