Unity custom render textures
It seems like Unity's Custom Render Textures provides much of the functionality that I'd want to create strange glitchy/feedback effects. The workflow is a little messy and nested, but we'll break it down here in text, cos I'm lazy to take screenshots. Firstly you have a material, which has a shader (could be anything), but importantly, it uses a texture - our custom render texture. The custom render texture itself takes a few different inputs - it needs a material to update it and "something" to initialise it with. The Initialisation could just be from a texture, but should you require something a bit more flexible, you can assign a material with a shader. Both the update material and intialisation material shaders are a little different to the ones I've been covering here, in terms of structure. This is because they're specifically operating within the custom render texture workflow. Firstly - the initialisation shader - Shader "customRT/init_s...