Thanks!

I was trying to find way for having up to 6 textures within 1 texture slot - using single cube map.

It is possible, but without tiling. In pixel shader we have:

float3 FacePosX=texCUBE(YourCubeSampler,float3(1,frac(V)*2-1,frac(U)*2-1));
float3 FaceNegX=texCUBE(YourCubeSampler,float3(-1,frac(V)*2-1,frac(U)*2-1));
float3 FacePosY=texCUBE(YourCubeSampler,float3(frac(U)*2-1,1,frac(V)*2-1));
float3 FaceNegY=texCUBE(YourCubeSampler,float3(frac(U)*2-1,-1,frac(V)*2-1));
float3 FacePosZ=texCUBE(YourCubeSampler,float3(frac(U)*2-1,frac(V)*2-1,1));
float3 FaceNegZ=texCUBE(YourCubeSampler,float3(frac(U)*2-1,frac(V)*2-1,-1));

As a result you can sample each side of cube map individually.

You can use this for example for changing texture on object very quickly ( without load new and retexture )

But tiling requers more UV distortion and I don't see how it can be done without it.