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GlitchLab Pro

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Advanced Workflows

Separate layers, UI rendering, texture masks, volume blending, VR, Cinemachine, and render order notes.

Use this chapter once the basic pipeline setup is already working.

Separate Layers And UI

GlitchLab Pro can render effects on selected layers instead of the whole scene.

This is useful for:

  • UI-only glitches
  • effect passes for specific cameras
  • layered compositions where the glitch should sit above or below the main scene

Basic UI Workflow In URP

  1. Make sure the Glitch Lab Pro Custom Texture Render Feature was added to the renderer.
  2. Create a Canvas on the UI layer.
  3. Create a Render Texture and set anti-aliasing to 2 Samples.
  4. Create a separate camera that renders the UI into that Render Texture.
  5. Set the camera background to a solid color.
  6. Create a Volume for the UI layer.
  7. In your main Volume, add Glitch Lab Pro CustomTexture.
  8. Assign the Render Texture to that override.

If you want the Render Texture to follow the current screen resolution, add the auto-resolution component mentioned in the original package notes and point it to the same Render Texture.

Important Order Note

If the separate layer should render on top of the rest of the scene, keep the Custom Texture Render Feature at the bottom of the renderer feature list.

Texture Masks

Some workflows support texture masks so the glitch is not applied uniformly across the full frame.

Use masks when you want:

  • damage localized to a screen area
  • animated reveal of the effect
  • uneven breakup concentrated in specific zones

Keep the first mask test simple:

  1. use a high-contrast mask
  2. keep one effect active
  3. confirm the masked area responds correctly before layering more passes

Local And Global Volumes

GlitchLab Pro supports both:

  • Global Volumes for full-scene effects
  • Local Volumes for area-based triggers

Use Global Volumes for always-on screen treatment. Use Local Volumes when the glitch should intensify near an object, zone, trigger, portal, or cinematic beat.

Cinemachine

The package works well with Cinemachine-driven cameras because the effects live in the post-processing path rather than inside a specific scene object.

Practical advice:

  • lock the base effect stack first
  • then tune shot-specific intensity through volume blending or effect parameters
  • avoid solving both camera motion and glitch timing at the same time during early setup

VR

The package notes list support for:

  • Single Pass Instanced
  • Multi-pass

When testing in VR, validate one effect at a time before building multi-effect stacks. This makes it much easier to catch stereo-specific artifacts early.

Performance Notes

The package is designed with mobile performance in mind, but the final cost still depends on:

  • how many effects are stacked
  • how aggressively parameters are pushed
  • target resolution
  • platform and headset constraints

Best practice:

  1. start with one effect
  2. measure
  3. add the next pass only if the budget still allows it
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About Me

I’m a VFX engineer specializing in creating innovative shaders with a solid technical foundation. My work combines artistic vision with engineering precision, helping other creators integrate complex effects into their projects more easily.

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