Shader "Custom/Static" { Properties { _Brightness ("Brightness", Range(0.0, 1.0)) = 0.1 _Multiplier ("Multiplier", Float) = 11111.1 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Brightness; float _Multiplier; 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(_Time.x + 1, _Time.y + 1))) * _Multiplier); } float4 frag (v2f i) : SV_Target { float r = random(i.vertex.xy) * _Brightness; return float4(r, r, r, 1.0); } ENDCG } } }