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Thanks! Glad you enjoyed.

Yes, I use Unity (for now...). The glitching component of my shader works by displacing (tiny) square regions of the image by a random amount, at random intervals. The locations of the squares are determined by random translations of a texture that is fed into the shader (they are not procedural). 

I did base mine on Yames' one but I know for sure mine doesn't replicate theirs exactly. When designing it, I drew on the shader examples from Shaders Laboratory (which is an amazing free resource in general). At least to me, programming shaders through code is difficult, so if it's any consolation, I made mine with heaps of trial and error. Maybe if you're using the shader graph it might be a bit easier.