That looks good, but I would change the SampleLevel to a normal Sample because materials usually work in 3d space and should make use of mipmaps to avoid flickering pixel effects. The SampleLevel with the level set to a constant 0 will always use the biggest mipmap of the texture.
I don’t remember how I did this one but I think it was something like this : TransformTexturePBR.zip (15.2 KB)
Just by randomizing the texture scale and translate.
You can also try with different kind of texture.
this is not specific to this example, to enable transparency on a material you need to connect a transparency feature to it, for this specific effect, Cutoff might be suited well: Transparency | vvvv gamma documentation