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 } } }