Shader "Hidden/SinOpNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag(v2f_img i) : SV_Target { return sin(tex2D( _A, i.uv )); } ENDCG } } }