v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
if(i.uv.x>0.9)return float4(1,0,0,1);
else if(i.uv.x>0.8)return float4(1,0.5,0,1);
else if(i.uv.x>0.7)return float4(1,1,0,1);
else if(i.uv.x>0.6)return float4(0,1,0,1);
else if(i.uv.x>0.5)return float4(0,0,1,1);
else if(i.uv.x>0.4)return float4(0,1,1,1);
else if(i.uv.x>0.3)return float4(1,0,1,1);
else if(i.uv.x>0.2)return float4(1,1,1,1);
else if(i.uv.x>0.1)return float4(0.5,0.5,0.5,1);
else return float4(0,0,0,1);
}