Back to API Reference
Class

GlitchModifier

RGB-split glitch bursts: during a burst the glyph doubles into magenta and cyan copies pushed in opposite directions under a crisp original, with horizontal jerks and rare blink-outs. Re-rolls Rate times per phase unit; deterministic per phase, so scrubbing reproduces the same bursts.

Nested Types

public float Intensity{ get; set }

Fraction of glyphs glitching at any moment (0 none, 1 constant chaos).

public float Split{ get; set }

Peak distance of the magenta/cyan copies from the glyph, in pixels.

public float Amplitude{ get; set }

Peak horizontal jerk in pixels.

public float Rate{ get; set }

Corruption re-rolls per phase unit.

public float Phase{ get; set }

Animation input in abstract time units. Wholly external — a driver, tween, or Animator writes it; the modifier only renders it.

protected override void OnEnable()
protected override void OnDisable()
protected override void OnDestroy()
protected override void BeforeApply()
protected override void ResetOwnRequests()
protected override void OnApply()
protected override void OnGlyphEffect()
protected override void OnEmitQuad()

The two tinted copies keep the face's per-vertex alpha so fades carry over; the zero-offset face clone re-draws the original on top of them within this modifier's layer, which is what keeps the glyph crisp between its colour fringes.