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.

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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