Tiling the RGB channels but not the alpha

Lets say for example that I have the Reflective/Bumped Unlit shader. And I only want to tile the RGB values of the texture but not the alpha. Is this possible?

Only by modifying the shader. You can get the source from the thread at the top of this forum.

Thanks for your answer.
I was kinda expecting that the only way to do this was in the shader. Ive been trying to modify the shader code but I just dont get it. If anyone could rewrite the shader for me that would be very appreciated.

I dont know if this is easier or more complicated but one other solution would be to have one texture for Base(RGB) and one for RefStrength(A) for the Reflective/Bumped Unlit shader. Then I could tile them individually

Using two separate textures is probably easiest.