To make a ripple fx:

first, make a few textures:

 

 

 

 

 

 

 

 

next, use the textures to make a material for ripple:

 

What I learned (thanks to Kyle):

1. using Time and Subtract to put material elements acting one after another.

2. the solid white(or black) portion of this image control the length of pause of the movement.

3.the Linear Interponat to crank up min and max.

4.texture size = (texture coordinate - 0.5)X(x, y) + 0.5

5. reverse A and B of append Vector or Subtract can reverse UV direction

(Distortion: Simply put, this channel allows you to create a simulated refraction effect, meaning that light bends as it passes through the material. You can use this channel to create distorting glass, heat shimmer effects,

or any other effect where refraction may be a factor. Naturally, since distortion bends light that is passing through an object; this channel is only useful on objects that have some level of transparency.

it is only effective using the MLM_Unlit lighting model.)

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