* SOLVED * Convert Input.GetAxis("Horizontal") to Touch Drag with Width Control

public float speed = 100;
public Rigidbody2D rb;

public void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");

//Add touch support
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
    Touch touch = Input.touches[0];
    h = touch.deltaPosition.x;
    v = touch.deltaPosition.y;
}

//Move only if we actually pressed something
if ((h > 0 || v > 0) || (h < 0 || v < 0))
{
    Vector3 tempVect = new Vector3(h, v, 0);
    tempVect = tempVect.normalized * speed * Time.deltaTime;

    //rb.MovePosition(rb.transform.position + tempVect);

    Vector3 newPos = rb.transform.position + tempVect;
    checkBoundary(newPos);
}
}

void checkBoundary(Vector3 newPos)
{
//Convert to camera view point
Vector3 camViewPoint = Camera.main.WorldToViewportPoint(newPos);

//Apply limit
camViewPoint.x = Mathf.Clamp(camViewPoint.x, 0.04f, 0.96f);
camViewPoint.y = Mathf.Clamp(camViewPoint.y, 0.07f, 0.93f);

//Convert to world point then apply result to the target object
Vector3 finalPos = Camera.main.ViewportToWorldPoint(camViewPoint);
rb.MovePosition(finalPos);
}

SOLVED! I removed the Vertical control but this works really nice.
https://stackoverflow.com/questions/49726677/unity-2d-convert-input-getaxishorizontal-to-touch-drag-with-width-control

// Change this
Input.GetAxis(‘Horizontal’);

// To this
CrossPlatformInputManager.GetAxis('Horizontal');