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Version: 10.0

Glitching

Vertex Glitching is a shader effect that distorts the mesh for brief moments to give it a "glitchy" look.

Each Glitch is triggered through a rolling sine wave, whereas the Interval is the wavelength and the Threshold is the amplitude of the frequency.

Z-fighting Issues

Vertex Options can cause nasty Z-fighting when seen against projection-based shaders, as they re-render the mesh using a shader of their own. This is a known limitation in Unity.

Demonstration of the Vertex Glitching shader effect.

Glitch Interval​

Type
Float

Sets the wavelength of the glitching effect. Higher values will yield more tighter gaps.

Glitch Threshold​

Type
Range
Range
0to1

Sets the amplitude of the triggering threshold in the sine wave. Lower values will yield more noticeable glitches.

Glitch Strength​

Type
Range
Range
0to10

Sets the intensity of the glitching effect.

Glitch Texture​

Type
Toggle

Enables the ability to use a Texture for the glitching effect.

Glitch Map​

Type
Texture Slot
Accepts
Data texturesRGB Off

Map to use for the glitching effect. R channel is used for Both Directions, G channel is used for Right, and B channel is used for Left.

Glitch Density​

Type
Range
Range
0to50

How dense should the glitching occur based on the define Glitch Map.

Glitch Map Pan Speed​

Type
Range
Range
0to100

How much to pan the Glitch Map for the effect.

Mirror​

Type
Toggle

Enables the ability to control the visibility of the glitching in mirrors.

Show in Mirror​

Type
Dropdown
Options
Show In BothShow Only in MirrorDon't Show in Mirror
Type
Toggle

Enables the ability to use Audio Link to control the Glitching Intensity.

info

The settings in this section will only be visible when Audio Link is activated on the Material.

Glitch Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVU Intensity

Choice of which music band to use when triggering Vertex Glitching.

Type
Toggle

If enabled, will override the Glitch Strength with the selected music band in Audio Link.