How is SinTime measured in shaders?

Trying to use SinTime, doesnt seem to work how I expected. What kind of value is SinTime giving? is it a -1 to 1 value? or a continuous growing int?

Well, just looking at the name i would guess it’s between -1 and 1. By taking a quick look into the documentation we can see that sintime is actually a float4 and each component has a different value.

So:

_SinTime.x == Sin(t/8)
_SinTime.y == Sin(t/4)
_SinTime.z == Sin(t/2)
_SinTime.w == Sin(t)