For my in-app project, I just did a blinking cube to try and suss out the particulars of implementing sine functions. One really important thing that wasn’t necessarily covered in the lecture was normalization of the wave - in my case, I was trying to go between two colors (black and white) using Color.Lerp(), and something I found out is that if you try and apply the final value from your combined sine functions, there’s a good chance it’s going to go outside of the 1/-1 range of the Lerp function (makes sense in retrospect). If you find your highest peak and lowest trough, you can pass these into Mathf.InverseLerp() along with the value of your combined sine functions and it’ll normalize it for easy use in Lerp or other similar functions that oscillate between 1 and -1.
*It should be noted this was all done in Unity, so hopefully this all applies to other readers…