In order to do that I'd have to add extensive modifications to NGUI that will first make it use the secondary UV coordinates, as UV2s aren't currently involved in the UI creation process. On top of that, UV2s won't even be used in 99% of the UIs, making this feature simply cost resources in most cases -- and that's something I would rather avoid. One other issue is that UV2s are 2 values, (X and Y), and I need to pass at least 3 to the shader, as there are 4 channels.