Quick breakdown of the shield shader!
🔸 Panning noise + dithered transparency
🔸 Vert. offset for expansion
🔸 Vert. offset multiplied w/ above panning noise for wobble
🔸 Colour tint multiplied over fresnel emission
Some things to note!
🔸Make a 2nd UV set with your UVs laid out top>bottom so your noise will pan / flow in that direction!
🔸Smooth your normals + keep UV seams connected to stop your mesh breaking apart with the vert. offset