Unity Bug??? uv2 is not passing to texcoord1 in Unity 4.2

I am creating a Mesh in C#. I use two textures, one has uv set to cover the mesh and two has uv2 to detail each poly. In my vert shader I grab the data from texcoord and texcoord1. I expect to see my second texture to map to the uv2 coordinates. However, texcoord1 gives me the uv coordinates for the first texture. This appears to be a Unity bug, does anyone else have this problem?
My Workaround: In C#, instead of passing to uv2, I pass my second uv coordinates to colors.rg. In the vert shader I then grab the color.rg and put this in my uv for texture two. While this works, I would be much more comfortable if I could use uv2 the way the documentation describes it. Please let me know if I have overlooked anything.
Thanks

I start to type that I had the same problem, but you actually resolved mine : I thought uv1 communicates with texcoord1, but actually uv2 does. It didn’t sounds logical to me ><

Maybe the scene lightmap overrides your changes ? It uses texcoord1 as far as I know.

I have the same problem. When I trying use texcoord1 in the surface shader I always get texcoord0…