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  1. Shader "Hidden/CosTime"
  2. {
  3. SubShader
  4. {
  5. Pass
  6. {
  7. CGPROGRAM
  8. #pragma vertex vert_img
  9. #pragma fragment frag
  10. #include "UnityCG.cginc"
  11. float _EditorTime;
  12. float4 frag( v2f_img i ) : SV_Target
  13. {
  14. float4 t = _EditorTime;
  15. t.x = _EditorTime / 8;
  16. t.y = _EditorTime / 4;
  17. t.z = _EditorTime / 2;
  18. return cos(t);
  19. }
  20. ENDCG
  21. }
  22. }
  23. }