revival/game/Assets/Shaders/glitch_blend.compute

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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
// TODO: insert actual code here!
Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0);
}