Quad still visible on shader

Hello everyone

I’ve been tipping my toes in Shaders and I’m following a tutorial of " Gabriel Aguilar prod " on Youtube and I’m simply wondering how to make a Quad invisible/totally transparent to the shader itself.

i’m not sure what exactly it is you’re doing here. does the quad create the distortion in the middle, and is the quad a separate game object from the ring? my first thought is that you don’t want the quad in the middle to go past the gray outline object.
one way to do this, would be calculating a radial distance falloff from the center where the ripple is coming from and subtracting it from the alpha value, maybe using a round or floor to make it either visible or not. this would only work for circles, however. another way would just be by creating geometry in blender or something that conforms to the shape of the outline.

I think you can try unchecking the Preserve Specular Lighting in the quad material.