Shader "Custom/Static" { Properties { } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float random(float2 coordinates) { return frac(sin(dot(coordinates, float2(231.231f, _Time.y))) * 11111.1f); } float4 frag (v2f i) : SV_Target { float r = random(i.vertex.xy); return float4(r, r, r, 1.0f); } ENDCG } } }