Shader "MaterialPropertyDrawer" { Properties { _MainTex("Texture", 2D) = "white" {} [HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
Generic 1,2,3 Noise float rand(float n){return fract(sin(n) * 43758.5453123);} float noise(float p){ float fl = floor(p); float fc = fract(p); return mix(rand(fl), rand(fl + 1.0), fc); }