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I want to give my ship's wings a kind of glitched holographic effect using a texture. I'm struggling with making a mask with a texture and making it so that the texture only affects,

  1. The blue part of the wings
  2. Only affects the edges.

I've tried just creating a simple gradient transparency using a color ramp with mapping+coordinates, but I think since the blue and white stars are separate shaders connected to a mix node with a color ramp controlling the factor it's not giving me the results I want. I'm not sure how to go about this though?


Here's how the wings look now and a concept of what I have in mind.

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And here are my nodes

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I think I can point you in the right direction.

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You need to define a wave texture and apply it along a gradient, so we'll need a wave texture node, and if you use a separate XYZ node you should be able to find a direction that gives you the gradient you need. For this object it's the Z axis.

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I'm going to use a Color Ramp to invert the Z gradient and give us a little more control if we choose to exercise it, a Math node to bump up the value, and then subtract out the wave texture. I've clamped the last operation, but maybe it's not necessary.

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If we use this map as the factor of a mix shader between the blue emission and a transparent BSDF, we can assemble the rest of your shader behind it and we get very close to your desired effect.

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From here I think you can find something you like. The way I chose to do this was to animate a 4d noise texture mixed into the coordinate space, and then move the minkowski voronoi texture along the Z axis.

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