Shader "harry_t/timer" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _TimeFrac( "Time", Float ) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; float _TimeFrac; void surf (Input IN, inout SurfaceOutputStandard 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.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; o.Emission = colourterm * (1.0-c.g) * _Color; } ENDCG } FallBack "Diffuse" }