(Sorry, reupload, the last post was behaving funky)
Here's a simple shader that shows how you could send a wobbly pulse out over the environment using world space (top down mapping) noise. It's very bare bones, but it should give you an idea of how to achieve similar effects.
Let me know if you have any questions or suggestions!

Edit: Updated the files to make the pulse animate as part of the shader, and fixed up the "_PulseCentre" Vector3 input so you can set the centre manually (using Material.SetVector("_PulseCentre", newPulseCentreVector) via script) - you just need to hook it up instead of the "World Space Camera Position" node.
Puck Loves Games
2019-10-10 01:23:14 +0000 UTCtiger tiger tiger
2019-10-09 21:28:24 +0000 UTC