Uw opmerkingen

Thanks for the images and such!
This is because Unity scales non-uniform scaling (Where  (x = y = z) does not apply) on meshes *before* it's passed into the shader, but when the scaling is uniform (x = y = z), it's scaled on the GPU, but Shader Forge doesn't currently read the GPU scale, which is why these artifacts appear. Thanks for the report :)
This is a messy issue, but it may get fixed soon. If you could figure out how to auto-check-out files, let me know, and this should be fast to implement :)
Glad it worked out :)
Right now you control the U and V offsets, with an input for how far along those offsets it should pan. By default, it is offset by time, which is an ever increasing value, in which case the U and V offsets will act like speed controllers. If you have a constant value connected, such as 1, the U and V values will be a static panning, instead of a pan over time.

You can pan textures manually, as panning is essentially just UV coordinates that change over time, which is easily reproduced with the Time node, Add node, and UV coordinate node, where you can have properties for whatever you like, such as speed :)

I'm not sure if I answered your question, or misunderstood it, but, feel free to elaborate!
This is a planned feature, but a very big one. Unity's deferred system may change in a coming version, so I'm waiting for the new one to avoid twice the amount of work!