A way to move Texture's offset in runtime?

Hey, I have a mirror like object with a reflective shader on it reflecting a cube map. That works fine as expected. The thing is, the object is a child of the camera, thus because the view angle never changes, you can't see it 'reflecting'. I wanted to fake the reflecting by offsetting the cubemap while the player moved, but I can't seem to find how to do it since the Texture nor Shader class gives the option. Is it not possible to change the offset at runtime? Thanks

EDIT: apparently I can't offset cubemaps so I won't be able to do this, unless some one is nice enough to make a shader where I can offset the cubemap

I found the answer, apparently the Material Class had a SetTextureOffset method you can use.

I wrote some shader code, maybe help you

Shader "mapTestSurface" {

Properties {
  _MainTex ("Texture", 2D) = "white" {}
  _MaskTex ("Texture", 2D) = "white" {}
  //_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  _XOffset ("X offset", Range(0, 1.0)) = 0
  _YOffset ("Y offset", Range(0, 1.0)) = 0
}

SubShader { //Tags { "RenderType" = "Transparent" } //Tags { "RenderType"="Opaque" } Tags {"IgnoreProjector"="True" "RenderType"="TransparentCutout"} Tags { "Queue" = "Geometry+1" } ZWrite Off ZTest Always LOD 200 Lighting Off

  CGPROGRAM
  //#pragma surface surf Lambert alpha
  #pragma surface surf WrapLambert alpha
  struct Input {
      float2 uv_MainTex;
  };
  sampler2D _MainTex;
  sampler2D _MaskTex;
  float _XOffset;
  float _YOffset;

   half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) {
      half NdotL = dot (s.Normal, lightDir);
      half diff = NdotL * 0.5; + 0.5;
      half4 c;
      //c.rgb = s.Albedo * /*_LightColor0.rgb*/ * (diff * atten * 2);
      c.rgb = s.Albedo;
      c.a = s.Alpha;
      return c;
  }

  void surf (Input IN, inout SurfaceOutput o) {
      float2 a = float2( _XOffset, _YOffset);
      float2 scale = float2(0.3, 0.3);
      a = a + IN.uv_MainTex * scale;

      half4 c = tex2D (_MainTex, a);
      o.Albedo = c.rgb;
      half4 mask = tex2D (_MaskTex, IN.uv_MainTex);
      o.Alpha = c.a;
      //if (mask.a < 1f)
        o.Alpha = c.a * mask.a;

  }
  ENDCG
}
Fallback "Diffuse"

}