Offset of texture with Raycast

Hello guys, here is my problem, I’m trying to make a small scrolling road game, with a little car, I made two script so far, one for scrolling the road, with an offset of the texture, and one to scan the road to eventually spawn things on it depending on the color.
The problem is that my “scanner” keep scanning the original bit of visible texture. When I move it with the offset, the items that spawn seems to do so at the wrong place because the texture moved because they’re still spawning from the original texture position.

Some pictures:

Bottom is the road on starting, and Top is after a few seconds of rolling. You can see the trees spawning where the green WAS, but which is now road.

here are my two scripts
The one to do the offset moving:

using UnityEngine;
using System.Collections;

public class roadmove : MonoBehaviour {
	
	public float scrollSpeed = 0.5F;
	public Renderer rend;
	public float offset;

	void Start() {
		rend = GetComponent<Renderer>();
	}

	void Update() {
		
		offset += scrollSpeed;
		if (Input.GetKey (KeyCode.UpArrow)) {			
			rend.material.SetTextureOffset ("_MainTex", new Vector2 (0, offset));
		}
	}
}

And the one to scan the road:

using UnityEngine;
using System.Collections;

public class scanningcube : MonoBehaviour {

	public Transform target;

	public Color theColor;
	public Texture2D tex;
	public Vector2 pixelUV;


	void Update () {

		RaycastHit hit;
		Vector3 MeHim = target.position - this.transform.position;
		Ray scanningRay = new Ray(this.transform.position, MeHim.normalized);
		//Setup the "laser" of the scanner, the ray starting from the emittor and landing on the receptor.

		//Debug.DrawLine(transform.position, target.position, Color.blue, 0.05f, false);



		if (Physics.Raycast(scanningRay, out hit)){
			

			//cast the ray, get the texture that was collided with, get the info from the hit

			Debug.DrawLine(transform.position, target.position, Color.green, 0.001f, false);

			tex = hit.collider.GetComponent<MeshRenderer>().material.mainTexture as Texture2D;
			pixelUV = hit.textureCoord;
  
			pixelUV.x *= tex.width;
			pixelUV.y *= tex.height;

                //somewhere there I suppose I need to account for offset but I don't know how...

			//get the position and color of the pixel hit by the laser
			Color hitColor = tex.GetPixel((int)pixelUV.x, (int)pixelUV.y);
		theColor = hitColor;
			//print("color is" + hitColor);
		
		}//else {print("I hit nothing");}


	}
}

So if anyone can help, thanks a lot
Have a nice day!

nevermind I got it

//get the texture offset
			Vector2 texOff = hit.collider.GetComponent<MeshRenderer>().material.GetTextureOffset("_MainTex");
			//print("this" + texOff);

			//add it to the uv
			pixelUV = hit.textureCoord + texOff;