UV values being clamped to 1 in Custom Render Texture

I am having an issue with the UV values being clamped to 1 in Custom Render Texture (CRT) shader. I am using the same code as I would in a regular shader, but in CRT, the information above 1 is lost. Is there any way to get the full UV values in CRT?

Here is the code I used:

Shader "CustomRenderTexture/S_Test"
{
    Properties
    {
        _MainTex("InputTex", 2D) = "black" {}
     }

     SubShader
     {
        Blend One Zero

        Pass
        {
            Name "S_Test"

            CGPROGRAM
            #include "UnityCustomRenderTexture.cginc"
            #pragma vertex CustomRenderTextureVertexShader
            #pragma fragment frag
            #pragma target 3.0
           
           
            sampler2D   _MainTex;
           
            float4 frag(v2f_customrendertexture IN) : SV_Target
            {
                float2 uv =IN.localTexcoord;
                float4 color;
                if(uv.x>1)
                    color = tex2D(_MainTex, uv);
                else
                    color = float4(uv.x, uv.y, 0, 1);
               
                return color;
            }
            ENDCG
        }
    }
}

The CustomRenderTextureVertexShader vertex function generates it’s own UVs based on the vertex ID. If you’re using custom geo with custom UVs, don’t use that vertex function.