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418 B

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
}
}
}