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Sprite glitch with RGB split and slice jumps

In your harnessGodot shaderMIT

Glitch a sprite: horizontal slices jump sideways in random time slots, the red and blue channels split apart, and occasional bright scan bands flicker, all masked to the sprite's own texture.

Render of Sprite glitch with RGB split and slice jumps
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
split (float = 0.02), slice_strength (float = 0.08), slice_count (float = 18), glitch_rate (float = 8), glitch_share (float = 0.25), band_flash (float = 0.3)
Use it on
A Sprite2D (or other textured CanvasItem) with transparent space around its shape, assigned to the node as usual.
Result
The sprite torn into shifted slices with red and blue fringes.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/sprite_glitch_split/

Limits. Displacement stays inside the texture rectangle. Glitch timing is global (all sprites with the material glitch together).

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 75.9 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Time-slotted hashed slice displacement, Per-channel offset sampling, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
Tags
godot shader, canvas item, glitch, rgb split, digital, corruption, 2d
Identity
library.supply.creative_originals.25c7ec6897602bb4e90e413c.fb6c4849ea814690
Version
fb6c4849ea814690813a82fbcbf2180752d54994d8c35eab48e22b1adabbdc14

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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