Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat" { Properties { _Color("Color", Color) = (1,1,1,1) _Tex("InputTex", 2D) = "white" {} } SubShader { Lighting Off Blend One Zero Pass { CGPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex CustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.0 float4 _Color; sampler2D _Tex; float4 frag(v2f_customrendertexture IN) : COLOR { float f = _Time.y % 3; float4 c = float4(0, 0, 0, 1); c.r = saturate(1 - ( (f > 2) ? 3 - f : f )); c.g = saturate(1- abs(1-f) ); c.b = saturate(1-abs(2-f)); float2 uv = IN.localTexcoord.xy; uv = uv - 0.5; float sinY = abs(sin(_Time.y * 2)); uv.x += frac(_Time.y) - 0.5; uv.y -= sinY * 0.8 - 0.4; if (length((frac(uv + 0.5) - 0.5)) < 0.1) { c.rgb = (frac(_Time.y/ UNITY_PI) > 0.5)?1:0; } //return _Color * tex2D(_Tex, IN.localTexcoord.xy); return c; } ENDCG } } }