Unity 2017 Nonuniform Texture Scale Sampling Bug

When you draw to a destination which has a different scale ratio than your source scale ratio with Graphics.DrawTexture or directly with GL.Begin(GL.QUADS), it refuses to sample the entire texture. Drawing a quad with texture coords of x range 0 to 1 and y range 0 to 1 results in only a partial sampling of the set texture rather than a proper scaling.

PC Build w/ non power of 2 textures.

This is the shader being used for testing.

Shader "Custom/MyTrans2D"
{
    Properties
    {
        _MainTex ("Texture", any) = "" {}
        _Color("Tint", Color) = (1,1,1,1)
    }

    SubShader {

        Tags { "ForceSupported" = "True" "RenderType"="Overlay" }
      
        Lighting Off
        Blend SrcAlpha OneMinusSrcAlpha
        Cull Off
        ZWrite Off
        ZTest Always
      
        Pass {  
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            sampler2D _MainTex;
            fixed4 _Color;

            uniform float4 _MainTex_ST;
          
            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = 2.0f * v.color * _Color;
                o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //if(i.vertex.x > 400 || i.vertex.y > 400)
                //    return (0,0,0,0);
                return tex2D(_MainTex, i.texcoord) * i.color;
            }
            ENDCG
        }
    }
  
    Fallback off
}