Shader "Unlit/BrokenScreen"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BumpTex("BumpTex", 2D) = "white" {}
_satCount("satCount",Range(0,1)) = 0
_scaleX("scaleX",Range(0,1)) = 0
_scaleY("scaleY",Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#p