Shader "Hidden/RangedFloatNode" { Properties { _InputFloat ("_InputFloat", Float) = 0 } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float _InputFloat; float4 frag( v2f_img i ) : SV_Target { return _InputFloat; } ENDCG } } }