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Procedural Terminal Shader in UE5

/2 min read

I liked the rhythm of this Biohazard VJ loop, so I rebuilt it in Unreal as a material instead of playing a video. Glitch slices, scanlines, and the slow glow all run from a few exposed controls.

Material preview in Unreal.

How it moves

The UVs are split into horizontal bands. Each band gets a short random offset, so the glitch arrives in bursts instead of constant noise. Scanlines come from tiled sine waves; a slower pulse drives the emissive glow.

Material instance controls for timing, scanlines, and glow

The material instance exposes timing, density, and intensity. GlitchForce also lets a gameplay event trigger a burst directly.

Inside the material

I kept distortion, noise, logo sampling, and scanlines in separate graph sections before combining them for Emissive and Opacity Mask.

Material graph overview

Final composite nodes

It's still one unlit masked material—easy to recolor or retime without making another flipbook.