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
- Make sure the Glitch Lab Pro Custom Texture Render Feature was added to the renderer.
- Create a Canvas on the
UIlayer. - Create a Render Texture and set anti-aliasing to 2 Samples.
- Create a separate camera that renders the UI into that Render Texture.
- Set the camera background to a solid color.
- Create a Volume for the UI layer.
- In your main Volume, add
Glitch Lab Pro CustomTexture. - 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:
- use a high-contrast mask
- keep one effect active
- 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:
- start with one effect
- measure
- add the next pass only if the budget still allows it