Add to UV2 texcoord into surface shader
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma target 3.0
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
float2 addUV2;
};
void vert (inout appdata_full v, out Input o)
{
o.addUV2 = v.texcoord1.xy;
};
void surf (Input IN, inout SurfaceOutput o)
{
float2 uv2 = IN.addUV2;
}
ENDCG
}