1.Texcoord0 is the normal UV coordinate. Add a UV offset value to the UVs node of the Texture Sample and set the UV of the Texture.
2.Append can join A and B into A longer vector.
3. When Texcoord0 is added to Time, the texture will keep moving towards the upper left corner. By multiplying Time by float2, you control the X and Y components of Time respectively, reducing or canceling the influence of Time.
4. To create a noise ripple effect, we can first give the noise map different UV offsets (by controlling Time), then take the two channel combinations in the map to float2, add them together, multiply them by a smaller number, add them to the host map’s TexCoord0, and assign the UV to the host map.