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Shader "Hidden/TimeNode"
{
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 / 20;
t.z = _EditorTime * 2;
t.w = _EditorTime * 3;
return t;
}
ENDCG
}
}
}