Shader "Hidden/Custom/RGBSplitGlitch" { SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } ZWrite Off Cull Off HLSLINCLUDE #include "PostProcessingPass.hlsl" ENDHLSL Pass { Name " RGB Split Glitch" HLSLPROGRAM #pragma vertex Vert #pragma fragment RGBSplitGlitchPassFragment ENDHLSL } } }