1. Create a new material and assign the fullscreen pulse shader under Shader Graphs/Full Screen Pulse Effect Shader to the new material.
Assign shader to material
2. Locate the Forward Renderer asset used by your scene. Usually, it is located in Assets/Settings. Also make sure your main camera is using the Forward Renderer under Rendering/Renderer in the inspector.
Set main camera rendering to Forward Renderer
3. Add a new renderer feature to the Forward Renderer asset using the Add Renderer Feature button. Select Full Screen Pulse Effect from the dropdown menu.
Add a new renderer feature to the Forward Renderer
4. Set Settings/Event to After Rendering Transparents. Select Full Screen Pulse Material (located in folder Materials) as the Blit Material. Make sure all other options for the renderer feature are identical to the Forward Renderer asset included in the pack (an example setup is provided in folder Forward Render Pipeline Setup).
Set up the new renderer feature
5. Add a new Game Object to your scene and add FullScreenPulseEffectController.cs as a new component. Check Fade In Screen Pulse if you wish to have the screen turn black with the pulse and fade out afterwards, or leave it unchecked if you only wish the pulsating effect. Select Full Screen Pulse Material for the second script option, and the main camera in your scene as the third option.
Set up the controller script
6. Make any changes to the pulse effect directly in the material. Unlike regular shaders, the full screen one is not attached to a game object.
Make changes to the shader
7. In order to activate the pulse, you can either check Debug in the material (useful for quickly trying out different shader options), manually lerp the shader's controller, or call the method PerformFullscreenPulse located in FullScreenPulseEffectController.cs from your own scripts.
8. That's it! You are now ready to use the fullscreen pulse shader!