How set default uv2 for all textures in shader

Hi. How set all textures coordinates uv2 on default, like default uv in shader.
I want to default to uv2. Or i want set uv2/uv3/v4 for each texture not in the CGPROGRAM code block, because my function a analog "SetTexture[_Texture2] {Combine texture Lerp(texture) previous} ", which is work only 5 texture, but not more.

Shader:
Shader “Game/Terrain” {
Properties {
_Texture0 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture1 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture2 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture3 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture4 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture5 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture6 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture7 (“Alpha Blended (RGBA)”, 2D) = “” {}
_Texture8 (“Alpha Blended (RGBA)”, 2D) = “” {}
}

    Category {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }//
       
        SubShader {        
            Pass {
                SetTexture[_Texture8]{
                    combine texture
                }
                SetTexture[_Texture7] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture6] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture5] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture4] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture3] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture2] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture1] {Combine texture Lerp(texture) previous} 
                SetTexture[_Texture0] {Combine texture Lerp(texture) previous} 
            } 
        }
    FallBack "Mobile/VertexLit"
    }    
}

How to set uv2 / uv3 / uv4 to each texture so that the SetTexture in pass action is not canceled?

Help!