Wavy Texture animation distorting UV

Hey guys, I’ll start by saying I’m not a technical guy at all so this might seem like a very basic question. I’m trying to animate an arrow texture in a plane to make it look like it is an indication of a wind effect. What I tried to do was to multiply one of the UV axis by sine time and then by the other axis, and that’s as far as I got. What should I do to get the result of an arrow waving like this example? I will also attach what I got so far and the nodes I made
7946278--1017028--After-Effects-Arrow-9.gif

7946278--1017034--wave_shader.gif

this is not shadergraph, but can try to make something similar,

           fixed4 frag(v2f i) : SV_Target
           {
               float speed = 5;
               float2 wave = float2(sin(_Time.x * 25 + i.uv.y) * 0.05, cos(_Time.y + i.uv.x * speed) * 0.3);
               float2 uv = float2(i.uv.x + wave.x, i.uv.y + wave.y);
               fixed4 col = tex2D(_MainTex, uv);
               return col;
           }

7946449--1017124--wave.gif

Oh that works great, thank you so much! Just need to figure out how to support transparency now

also could add some kind of (random/perlin) noise to make it move more random.

do you want transparency fomr alpha channel, or from black and white, or just additive/blending?

Just figure it out! (again, I’m just a 3d artist)
I just wanted a simple blending, I just had to add a piece of code with some tags aparently

SubShader { Tags {“Queue”=“Transparent” “IgnoreProjector”=“True” “RenderType”=“Transparent”} LOD 100
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha