How does the time node work in shader graph?

I’ve seen a lot of tutorials where people use the time node and the result is an animation so I assume how the time node works is it takes the frame time and continues to add it to itself until it hits 1 and then it resets back to 0. Is that how it works?

I’ve been playing around with it but can not get the same behaviour. It just stays flat and does not increase at all.

Untitled4

delta time = time difference from the last frame.
with 60fps = 1/60 = 0,016

you want to use SinTime

Hey thx for reply kripto289. All of the tutorials I’ve seen use the “Time” part of the node, Shader Graph: Time Node - Unity Learn.

If it’s just the time difference from last frame shouldn’t it be all jittery instead of panning across smoothly?

Time is just a counter that increments indefinitely. You dont see changes because values above 1 for alpha dont make sense. All outputs (except emission) for a Shader accept value ranges from 0 to 1. This is why they are recommending Sin/Cos, which will transform an ever-incrementing number into a cyclic -1…1 wave.
There are many ways to transform “Time” into animations, like hooking it to a UV node that then feeds a TextureSampler (this will make the texture “pan” across if tiling is enabled). Just research some more