This problem resonates with a similar one I had with scroll limb texture on an object with Bumpmapping shader applied (thanks again GG).
Couldn't use DBP scroll limb texture direct command but had to feed the shader variable at run time.
DBP code:
remstart
rem Right Tracks - scrolling
scroll limb texture active,toprtrk,0.0,scrollspeed1b#*sign
scroll limb texture active,botrtrk,0.0,scrollspeed1b#*sign
scroll limb texture active,frtrack,0.0,scrollspeed1b#*sign
scroll limb texture active,brtrack,0.0,scrollspeed1b#*sign
scroll limb texture active,rtrack,0,scrollspeed1b#/20*sign,0.0
scroll limb texture active,rtrack,1,scrollspeed1b#/20*sign,0.0
rem Left Tracks
scroll limb texture active,topltrk,0.0,scrollspeed1a#*sign
scroll limb texture active,botltrk,0.0,scrollspeed1a#*sign
scroll limb texture active,fltrack,0.0,scrollspeed1a#*sign
scroll limb texture active,bltrack,0.0,scrollspeed1a#*sign
scroll limb texture active,ltrack,0,scrollspeed1a#/20*sign,0.0
scroll limb texture active,ltrack,1,scrollspeed1a#/20*sign,0.0
remend
trackscroll#=trackscroll#+(scrollspeed1a#/20.0)*sign#
set effect constant float 2,"scrollU",trackscroll#
shader scroll part:
VS_OUTPUT GGBumpVShader(VS_INPUT In, VS_OUTPUT Out)
{ Out.Pos = mul(In.Pos, wvp);
Out.Tex = In.Tex + float2 (scrollU, scrollV);;
float3x3 TSM = {In.Tangent,-In.Binormal,In.Normal};
TSM=transpose(TSM);
float3 temp=-mul(lightDir.xyz,winv);
Out.Light=mul(temp,TSM);
temp=mul(eyePos,winv)-In.Pos;
Out.View=mul(temp,TSM);
return Out;
}
Maybe you are in a similar situation with scale limb texture with a shader.
But Chafari stated it's possible , maybe he can provide an example.
Cheers