Shader "Hidden/SinTimeNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float _EditorTime; float4 frag( v2f_img i ) : SV_Target { float4 t = _EditorTime; t.x = _EditorTime / 8; t.y = _EditorTime / 4; t.z = _EditorTime / 2; return sin(t); } ENDCG } } }