Shader "Hidden/DeltaTime" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float _EditorDeltaTime; float4 frag( v2f_img i ) : SV_Target { float4 t = _EditorDeltaTime; t.y = 1 / _EditorDeltaTime; t.z = _EditorDeltaTime; t.w = 1 / _EditorDeltaTime; return cos(t); } ENDCG } } }