SpriteLamp shader and tiling

Hello,
I’ve bought SpriterLamp and I want to try it with Unity. I’ve downloaded the shaders from the website here and it seems that the tiling is not enabled. I know nothing about shaders (just the theory of how it works) but after researches, I found how to include the tilling in the shader so I turn this :

struct VertexInput
  {
  float4 vertex : POSITION;
  float4 color : COLOR;
  float4 uv : TEXCOORD0;
  };

  struct VertexOutput
  {
  float4 pos : POSITION;
  float4 color : COLOR;
  float2 uv : TEXCOORD0;
  float4 posWorld : TEXCOORD1;
  float4 posLight : TEXCOORD2;
  };
VertexOutput vert(VertexInput input)
            {
                VertexOutput output;

                output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
                output.posWorld = mul(_Object2World, input.vertex);

                output.uv = input.uv.xy;
                output.color = input.color;
                output.posLight = mul(_LightMatrix0, output.posWorld);
                return output;
            }

into this :

struct VertexInput
  {
  float4 vertex : POSITION;
  float4 color : COLOR;
  float4 uv : TEXCOORD0;
  };

  struct VertexOutput
  {
  float4 pos : POSITION;
  float4 color : COLOR;
  float2 uv : TEXCOORD0;
  float4 posWorld : TEXCOORD1;
  float4 posLight : TEXCOORD2;
  };
VertexOutput vert(VertexInput input)
            {
                VertexOutput output;

                output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
                output.posWorld = mul(_Object2World, input.vertex);

                output.uv = input.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;

                output.color = input.color;
                output.posLight = mul(_LightMatrix0, output.posWorld);
                return output;
            }

Unfortunately it is not so simple and the result is this :

The goal is to use a big quad for the background instead of many little quads but the texture is not repeated. Do you have any clue t oresolve this problem?

Problem Solved. The _MainTex_ST coordinates have to be added in the fragment shader part for all function called tex2D(). And my images was ‘Sprite’ instead of ‘Texture’ with ‘Repeat’ attribute in Wrap.