Shader "harry_t/timer_quest" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _TimeFrac( "Time", Float ) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert noforwardadd sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _Color; float _TimeFrac; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); float4 colourterm = clamp( (c.r - _TimeFrac) * 12.0, 0.0, 1.0 ); o.Albedo = lerp( _Color * colourterm, fixed4(1.0,1.0,1.0,1.0), c.g ); o.Emission = colourterm * (1.0-c.g) * _Color; } ENDCG } FallBack "Diffuse" }