projection Mapping

Trying to understand projectors, and figure out a faster way for mobile…
They seem to all use a camera, either perspective or ortho…
BUT… the tiling setting on the material does not have any effect ? why not ?
I really really want the tiling to work. Then I could have a detailed repeating projection… without having to use a massive texture.
For example… fake moving shadows from clouds ( just adjust Tile value for size and detail, then scroll the UV)
or for fake shadows from a leafy canopy, ( just adjust Tile value for size and detail)

Seems like you could have very optimized version, if the projection is just assumed to be top down, map xz world co-ords into uv * scalar. Simple and fast. How would I go about creating this, or modifying existing projectors to do this please ?
any pointers ?

hi there, I thought that projection mapping refers to the mapping textures on a mesh, so that you actually change the UVs on the mesh that are sent to the shader. here are some pictures of cubic projection/box projection http://docs.luxology.com/modo/701/help/pages/shaderendering/ShaderItems/TextureLocator.html
for the Cloud shadows moving inside the shader, I think you just need to multiply the X and Y coordinates using _Time.