How do I get the Material's Tiling.x and Tiling.y from within a shader?

In my surf() method how can I get Tiling information about the material?

Shader "mrpmorris/Scrolling shader" {
	Properties{
		_Color("Color", Color) = (1,1,1,1)
		_MainTex("Albedo (RGB)", 2D) = "white" {}
		_NormalTex("Normap map", 2D) = "bump" {}
		_ScrollXSpeed("X scroll speed", Range(-10, 10)) = 0
		_ScrollYSpeed("Y scroll speed", Range(-10, 10)) = -0.4
		_NormalMapIntensity("Normal map intensity", Range(0, 1)) = 1
	}
		SubShader{
		Tags{ "RenderType" = "Opaque" }
		LOD 200

		CGPROGRAM
			// Physically based Standard lighting model, and enable shadows on all light types
	#pragma surface surf Standard fullforwardshadows

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

		sampler2D _MainTex;
		sampler2D _NormalTex;
		//uniform float4 _NormalTex_ST;
		fixed _ScrollXSpeed;
		fixed _ScrollYSpeed;
		fixed _NormalMapIntensity;

		struct Input {
			float2 uv_MainTex;
			float2 uv_NormalTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf(Input IN, inout SurfaceOutputStandard o) {
			fixed offsetX = _ScrollXSpeed * _Time;
			fixed offsetY = _ScrollYSpeed * _Time;
			fixed2 mainUV = IN.uv_MainTex + fixed2(offsetX, offsetY);

			offsetX = _ScrollXSpeed * _Time * _NormalTex_ST.x;
			offsetY = _ScrollYSpeed * _Time * _NormalTex_ST.y;
			fixed2 normalUV = IN.uv_NormalTex + fixed2(offsetX, offsetY);

			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D(_MainTex, mainUV) * _Color;
			o.Albedo = c.rgb;

			float4 normalPixel = tex2D(_NormalTex, normalUV);
			float3 n = UnpackNormal(normalPixel);
			n.x *= _NormalMapIntensity;
			n.y *= _NormalMapIntensity;
			o.Normal = n.xyz;

			o.Alpha = c.a;
		}
		ENDCG
		}
			FallBack "Diffuse"
}

Define a float4 parameter that matches the name of your texture, but with the _ST suffix attached:

uniform float4  _MainTex_ST;

Unity will populate this vector automagically with the tiling (xy) and offset (zw) parameters of the texture as set in the inspector. So, the x tiling is now available as:

_MainTex_ST.x

See this post of Aras