Shader "Hidden/SimpleTimeNode" { Properties { _A ("_A", 2D) = "white" {} _Count ("_Count", Int) = 0 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _A; float _EditorTime; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 t = _EditorTime; return t * a.x; } ENDCG } } }