Hi!
The provided video is full of effects, so it’s not that clear what exactly you want from it.
So I have had a look into my crystal ball and tried to choose the thing you mean.
There is an old codepen, that fills a model with a color:
And its modified version, that uses modified LineBasicMaterial with depthTest: false:
It is the blue gradient transition effect from bottom to top in the video,It looks similar to the second example you gave.
If it is a face material, can it still achieve this effect? 
Pretty similar approach for a mesh material; instead of changing the opacity, change the color 
I don’t know much about the preparation of shader. Can you help me write an example for my reference? This is about the excessive effect of mesh materials. Thank you.

let material = new THREE.MeshBasicMaterial({
color: 'rgb(125,196,11)',
side: 2,
transparent: true,
onBeforeCompile: shader => {
shader.uniforms.hWave = uniforms.hWave;
shader.vertexShader = `
varying float vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vPos = (modelMatrix * vec4(transformed, 1.0)).y;
`
);
shader.fragmentShader = `
#define ss(a,b,c) smoothstep(a,b,c)
uniform float hWave;
varying float vPos;
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
float f = ss(hWave - ${postWave}, hWave, vPos) - ss(hWave, hWave + ${preWave}, vPos);
f = clamp(f, 0., 1.);
f *= (1. - diffuse.b);
vec4 diffuseColor = vec4( diffuse.r,diffuse.g,diffuse.b+f, opacity);`
);
}
})
I try to modify the mesh material based on your example, but I’m not sure if it’s correct.
I would go with this approach, working with colors:
f = clamp(f, 0., 1.);
//f *= (1. - diffuse.b); // no need to use this line
vec3 waveColor = vec3(0, 1, 1); // any color you want, even better to use a uniform
vec3 finalColor = mix(diffuseColor, waveColor, f); // mix the colors
vec4 diffuseColor = vec4( finalColor, opacity);
Wow, your mixing is more controllable.
Is this a diffuse?
After modifying the material, it seems that the transparency of the material cannot be set. What is the reason? ![]()
Yes, this is the color of your model.
Only you know about what and how works in your code. ![]()
I use the standard mesh material. When I set transparent to true and opacity to 0.6, mesh does not become transparent. What other parameters will affect the transparency? 
Any chance to provide a minimal working live code example, that demonstrates the issue?
Here is the sample code.
https://codesandbox.io/s/dazzling-kowalevski-oog5x
Does it happen even if you don’t modify material with .onBeforeCompile?
Is this because the material of my model itself has a problem? 
