The manual seems to be quite unclear about which is the current and right method to calculate the uv coordinates for the tiling and offset set up for the texture:
What are the differences between these two? Currently I have an example (applying offset and scale to a MovieTexture) where neither does what I would expect (and what e.g. the Diffuse shader does). Is this an error in the MovieTexture or have I to do more things to use tiling&offset like the Diffuse shader does?
EDIT: Finally, I would like to have something like the Unlit/Texture shader, but as a vertex/fragment shader (not surface shader). I will try using a surface shader (which does all of this automagically), but I'm still curious what the right way is :).