title: Changing color of unity concentric circle shader
body: <p>Trying to change the colors of this shader from black and white to a multitude of colors, is there any way one would be able to do this? I'm pretty new to unity and trying my best with what I've got. If possible I'd like to be able to do at least 3 different colors, but I understand if that's not really feasible with what's made here. If so, could someone potentially point me towards something similar that I can try using instead?</p>
  <p><a href="http://www.shaderslab.com/demo-01---concentric-circles.html" rel="nofollow noreferrer">http://www.shaderslab.com/demo-01---concentric-circles.html</a></p>
  <p>Here's the code from the shader itself.</p>
  <pre><code>// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  
  Shader &quot;Custom/ConcentricCircles&quot; {
      Properties {
          _OrigineX (&quot;PosX Origine&quot;, Range(0,1)) = 0.5
          _OrigineY (&quot;PosY Origine&quot;, Range(0,1)) = 0.5
          _Speed (&quot;Speed&quot;, Range(-100,100)) = 60.0
          _CircleNbr (&quot;Circle quantity&quot;, Range(10,1000)) = 60.0
      }
   
      SubShader {
          Pass {
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              #include &quot;UnityCG.cginc&quot;
              #pragma target 3.0
   
              float _OrigineX;
              float _OrigineY;
              float _Speed;
              float _CircleNbr;
   
              struct vertexInput {
                  float4 vertex : POSITION;
                  float4 texcoord0 : TEXCOORD0;
              };
   
              struct fragmentInput{
                  float4 position : SV_POSITION;
                  float4 texcoord0 : TEXCOORD0;
              };
   
              fragmentInput vert(vertexInput i){
                  fragmentInput o;
                  o.position = UnityObjectToClipPos (i.vertex);
                  o.texcoord0 = i.texcoord0;
                  return o;
              }
   
              fixed4 frag(fragmentInput i) : SV_Target {
                  fixed4 color;
                  float distanceToCenter;
                  float time = _Time.x * _Speed; 
                             
                  float xdist = _OrigineX - i.texcoord0.x;
                  float ydist = _OrigineY - i.texcoord0.y;
                 
                  distanceToCenter = (xdist * xdist + ydist * ydist) * _CircleNbr;
                 
                  color = sin(distanceToCenter + time);
                  return color;
              }
              ENDCG
          }
      }
  }
  </code></pre>