Shader "Test"
{
Properties
{
_MainTex ("MainTex", 2D) = "white"{}
}
CGINCLUDE
#include "UnityCG.cginc"
float4 frag(v2f_img i) : SV_Target
{
float2 d = distance(float2(0.5, 0.5), frac(i.uv));
float absSinValue = abs(sin(_Time.y));
d *= absSinValue * 30;
float threshold = abs(sin(_Time.y));
d = abs(sin(d));
d = step(d, threshold);
return d.x;
}
ENDCG
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
ENDCG
}
}
}