Add rotation to main texture

Hi, i don’t have any knowledge about Shaders script. I want to have a float in my shader and rotate my texture with that value on UV. how can i add this option to my Shader?

Shader "Alpha Mask/Bumped Specular" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _SpecCol ("Specular Color", Color) = (1,1,1,1)
        _Spec ("Specularity", Range (0,1)) = 0.8
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _BumpMap ("Normal Map", 2D) = "bump" {}
        _Mask ("Mask (A)", 2D) = "white" {}
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200
       
        CGPROGRAM
        #pragma surface surf Spec fullforwardshadows addshadow alpha

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;
        sampler2D _Mask;

        struct Input {
            float2 uv_MainTex;
            float2 uv_BumpMap;
            float2 uv_Mask;
        };

        half _Spec;
        fixed4 _SpecCol;
        fixed4 _Color;

        half4 LightingSpec (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
            s.Normal = normalize (s.Normal);

            half3 h = normalize (lightDir + viewDir);

            half diff = max (0, dot (s.Normal, lightDir));

            float nh = max (0, dot (s.Normal, h));
            float spec = pow (nh, 4096.0 * pow (s.Specular, 2)) * s.Specular * 2;

            half4 c;
            c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * _SpecCol) * atten;
            c.a = s.Alpha;
            return c;
        }

        void surf (Input IN, inout SurfaceOutput o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Specular = _Spec;
            o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
            o.Alpha = tex2D (_Mask, IN.uv_Mask).a;
        }
        ////////////////////////////////////////////////////////////////////////
        

        ////////////////////////////////////////////////////////////////////////


        ENDCG
    }
    FallBack "Diffuse"
}