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Vertex 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.

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: Float, Range: 0.0 - 1.0

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

Glitch Strength

  • Type: Float, Range: 0.0 - 10.0

Sets the intensity of the glitching effect.

Glitch Texture

  • Type: Checkbox

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

Glitch Map

  • Type: Data Texture (sRGB = 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: Float, Range: 0.0 - 50.0

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

Glitch Map Pan Speed

  • Type: Float, Range: 0.0 - 100.0

How much to pan the Glitch Map for the effect.

Mirror

  • Type: Checkbox

Enables the ability to choose where the glitching should appear.

Show in Mirror

  • Type: Dropdown, Options: Show In Both/Show Only in Mirror/Don't Show in Mirror
  • Type: Checkbox

Enables the ability to use AudioLink to control the Glitching Intensity.

info

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

Glitch Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/VU Intensity

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

  • Type: Checkbox

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