Creating a transparency mask using a texture and blending with shaders 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,

The blue part of the wings
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.


And here are my nodes
I think I can point you in the right direction.

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.

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.

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.

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.