Would the following be correct in changing the UV tiling for a Shaderlab shader? ie Here simply doubling the tiling amount. For an iOS app so extremely time consuming proceeding by trial and error, publishing, compiling and deploying to a test device
v2f vert (appdata v)
{
v2f o;
_MainTex_ST.x=2;
_MainTex_ST.y=2;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}