Tiling Shaderlab shader

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;
            }

I mean the “correct” way is to change the tiling amount on the material. But that works fine too.

Thanks. Having better luck doing it this way. Just need a way to dynamically change at runtime so its not a trial and error process.