2D tiled background and scrolling (is this bad?)

I have a 128x128 texture which contains a pattern that I want to tile in the background. I also want to scroll this texture to create an infinitely moving pattern look. I’ve accomplished this through:

void OnGUI()
    for (int x = -1; x <= screenWidth / textureBackground.width; x++)
        for (int y = -1; y <= screenHeight / textureBackground.height; y++)
            float drawAtX = (x + backgroundOffset) * textureBackground.width;
            float drawAtY = (y + backgroundOffset) * textureBackground.height;

            GUI.DrawTexture(new Rect(drawAtX, drawAtY, textureBackground.width, textureBackground.height), textureBackground);

I’m still new to Unity and basically wondering if there’s a better way. This just tiles a 128x128 texture to fill the screen and adjusts its offset by small amounts on each Update

If you take this shader code and in your project create a new shader, then copy this into it.

Make a material, and find this shader in the list.
put a texture into the material , add the material to a gameobject(i.e. a plane)
fiddle with the x and y controllers to adjust speed on each respective axis.

Aftre that, its really just a case of draggingthe object upto the camera to fit screen (maybe stretching game object to fit your aspect ratio better too maybe)

Hope that helps to show you there is another way.

Shader "GruffyShaders/ScrollUV" 
		_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
		//set scroll direction properties  
		 _ScrollXSpeed("X Scroll Speed", Range(0,10)) = 2
		 _ScrollYSpeed("Y Scroll Speed", Range(0,10)) = 2
		_MainTex ("Base (RGB)", 2D) = "white" {}
		Tags { "RenderType"="Opaque" }
		LOD 200
		#pragma surface surf Lambert
		fixed4 _MainTint;
		fixed _ScrollXSpeed;
		fixed _ScrollYSpeed;
		sampler2D _MainTex;

		struct Input 
			float2 uv_MainTex;


		void surf (Input IN, inout SurfaceOutput o) 
			//create cache to store UV prior to passing  to the texture 2d function
			fixed2 scrolledUV = IN.uv_MainTex;
			//create cache to store eperate x & y components so the uvs can be scaled over time (in built time function)
			fixed xScrollValue = _ScrollXSpeed * _Time;
			fixed yScrollValue = _ScrollYSpeed * _Time;	
			//apply final UV offset
			scrolledUV += fixed2(xScrollValue, yScrollValue);

			//apply the textures and tint
			half4 c = tex2D (_MainTex, scrolledUV);
			o.Albedo = c.rgb * _MainTint;
			o.Alpha = c.a;
	FallBack "Diffuse"

Night night for now, can help further tomorrow