So, I’m trying to follow this CatLikeCoding’s tutorial. And I got the results similar to the tutorial but I don’t understand how it works. I know, the shader adds/subtracts time value from the UV coordinates to make the texture slide, But I don’t understand How they came up with these values to make the flow curved?
Are these values just interpolations across the edges? What If I wanted to make a different ‘shape’ with the flow?

How do these values work? Can anyone explain?
This is the tutorial - Hex Map 8
This is how they make the shader - Hex Map 6
they’ve added two quads to a triangle, that triangle occupies U1–0 and V.8–.1
the dimensions are the UVs for the new quads to bend for the estuary
estuaries.AddQuadUV2(
new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f),
new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f)
);
estuaries.AddTriangleUV2(
new Vector2(0.5f, 1.1f),
new Vector2(1f, 0.8f),
new Vector2(0f, 0.8f)
);
estuaries.AddQuadUV2(
new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f),
new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f)
);
does this image help?

