Custom UI shader looks glitchy when under certain conditions (too long to put in post title)

Hi I encountered a strange graphical bug with Screen Space - Overlay for my custom UI Image shader.
I set my player to become a child of an object it’s standing on so that it moves with it when the parent object is moved. Under my player is my UI canvas, which uses screen space - overlay. Whenever my player is on a moving object, I get graphical glitches on custom transparent effects like this. It changes every frame the object is moved.


In this example I use a custom UI which essentially is just a grab pass blur. This doesn’t appear when using Screen Space - Camera, but I’m too far along in my project to make a big change like that because it relies on overlay coordinates.

Here’s the code:

Shader "Ahlquist Interactive/SimpleGrabPassBlur" {
    Properties{
        _Color("Main Color", Color) = (1,1,1,1)
        _BumpAmt("Distortion", Range(0,128)) = 10
        _MainTex("Tint Color (RGB)", 2D) = "white" {}
        _BumpMap("Normalmap", 2D) = "bump" {}
        _Size("Size", Range(0, 50)) = 1
    }

        Category{

            // We must be transparent, so other objects are drawn before this one.
            Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
            Cull Off

            SubShader {

            // Horizontal blur
            GrabPass {
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
              
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                  
                };

                v2f vert(appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                  
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;

                half4 frag(v2f i) : COLOR {
                    //                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    //                  return col;

                                        half4 sum = half4(0,0,0,0);

                                        #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight

                                        sum += GRABPIXEL(0.05, -4.0);
                                        sum += GRABPIXEL(0.09, -3.0);
                                        sum += GRABPIXEL(0.12, -2.0);
                                        sum += GRABPIXEL(0.15, -1.0);
                                        sum += GRABPIXEL(0.18,  0.0);
                                        sum += GRABPIXEL(0.15, +1.0);
                                        sum += GRABPIXEL(0.12, +2.0);
                                        sum += GRABPIXEL(0.09, +3.0);
                                        sum += GRABPIXEL(0.05, +4.0);

                                        return sum;
                                    }
                                    ENDCG
                                }

            // Vertical blur
            GrabPass {
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"
              
                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                  
                };

                v2f vert(appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                  
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;

                half4 frag(v2f i) : COLOR {
                    //                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    //                  return col;

                                        half4 sum = half4(0,0,0,0);

                                        #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight

                                        //G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))

                                        sum += GRABPIXEL(0.05, -4.0);
                                        sum += GRABPIXEL(0.09, -3.0);
                                        sum += GRABPIXEL(0.12, -2.0);
                                        sum += GRABPIXEL(0.15, -1.0);
                                        sum += GRABPIXEL(0.18,  0.0);
                                        sum += GRABPIXEL(0.15, +1.0);
                                        sum += GRABPIXEL(0.12, +2.0);
                                        sum += GRABPIXEL(0.09, +3.0);
                                        sum += GRABPIXEL(0.05, +4.0);

                                        return sum;
                                    }
                                    ENDCG
                                }

                                        // Distortion
                                        GrabPass {
                                            Tags { "LightMode" = "Always" }
                                        }
                                        Pass {
                                            Tags { "LightMode" = "Always" }

                                            CGPROGRAM
                                            #pragma vertex vert
                                            #pragma fragment frag
                                            #pragma fragmentoption ARB_precision_hint_fastest
                                            #pragma debug
                                            #include "UnityCG.cginc"

                                            struct appdata_t {
                                                float4 vertex : POSITION;
                                                float2 texcoord: TEXCOORD0;

                                            };

                                            struct v2f {
                                                float4 vertex : POSITION;
                                                float4 uvgrab : TEXCOORD0;
                                                float2 uvbump : TEXCOORD1;
                                                float2 uvmain : TEXCOORD2;
                                            };

                                            float _BumpAmt;
                                            float4 _BumpMap_ST;
                                            float4 _MainTex_ST;

                                            v2f vert(appdata_t v) {
                                                v2f o;
                                              
                                                o.vertex = UnityObjectToClipPos(v.vertex);
                                                #if UNITY_UV_STARTS_AT_TOP
                                                float scale = -1.0;
                                                #else
                                                float scale = 1.0;
                                                #endif
                                                o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                                                o.uvgrab.zw = o.vertex.zw;
                                                o.uvbump = TRANSFORM_TEX(v.texcoord, _BumpMap);
                                                o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
                                              
                                                return o;
                                            }

                                            fixed4 _Color;
                                            sampler2D _GrabTexture;
                                            float4 _GrabTexture_TexelSize;
                                            sampler2D _BumpMap;
                                            sampler2D _MainTex;

                                            half4 frag(v2f i) : COLOR {
                                                // calculate perturbed coordinates
                                                half2 bump = UnpackNormal(tex2D(_BumpMap, i.uvbump)).rg; // we could optimize this by just reading the x  y without reconstructing the Z
                                                float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
                                                i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;

                                                half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                                                half4 tint = tex2D(_MainTex, i.uvmain) * _Color;

                                                return col * tint;
                                            }
                                            ENDCG
                                        }
                                    }
        }
}

Anyone can identify what might cause a graphical glitch like this? Thank you

and I’m sorry if this isn’t the right board, not sure if it’s actually 100% shader or UGui related…

So I implemented some of the UI code seen in the default sprite shader such as stencil support, and I’ve found my shader is missing a lot of it. After making it compatible, the problem went away. Specifically
ZTest [unity_GUIZTestMode] near the culling settings is what fixed it.
Full edited code:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Ahlquist Interactive/UI/SimpleGrabPassBlur" {
    Properties{
        _Color("Main Color", Color) = (1,1,1,1)
        _BumpAmt("Distortion", Range(0,128)) = 10
        _MainTex("Tint Color (RGB)", 2D) = "white" {}
        _BumpMap("Normalmap", 2D) = "bump" {}
        _Size("Size", Range(0, 50)) = 1
       
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}

        [HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
        [HideInInspector]_Stencil ("Stencil ID", Float) = 0
        [HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
        [HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
        [HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255

        [HideInInspector]_ColorMask ("Color Mask", Float) = 15

        [HideInInspector][Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

        Category{

            // We must be transparent, so other objects are drawn before this one.
            Tags {
                "Queue"="Transparent"
                "IgnoreProjector"="True"
                "RenderType"="Transparent"
                "PreviewType"="Plane"
                "CanUseSpriteAtlas"="True"
            }
            Stencil {
                Ref [_Stencil]
                Comp [_StencilComp]
                Pass [_StencilOp]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
            }
            Cull Off
            Lighting Off
            ZWrite Off
            ZTest [unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask [_ColorMask]

            SubShader {

            // Horizontal blur
            GrabPass {
                Tags { "LightMode" = "Always" }
            }
            Pass {

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
               
                #include "UnityCG.cginc"
                #include "UnityUI.cginc"

                #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
                #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

                struct appdata_t {
                    float4 vertex : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord: TEXCOORD0;
                    //UNITY_VERTEX_INPUT_INSTANCE_ID
                };

                struct v2f {
                    float4 vertex   : SV_POSITION;
                    fixed4 color    : COLOR;
                    float2 texcoord  : TEXCOORD0;
                    float4 worldPosition : TEXCOORD1;
                    //UNITY_VERTEX_OUTPUT_STEREO
                    float4 uvgrab : TEXCOORD2;
                };

                v2f vert(appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                   
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;

                half4 frag(v2f i) : COLOR {
                    //                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    //                  return col;

                                        half4 sum = half4(0,0,0,0);

                                        #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight

                                        sum += GRABPIXEL(0.05, -4.0);
                                        sum += GRABPIXEL(0.09, -3.0);
                                        sum += GRABPIXEL(0.12, -2.0);
                                        sum += GRABPIXEL(0.15, -1.0);
                                        sum += GRABPIXEL(0.18,  0.0);
                                        sum += GRABPIXEL(0.15, +1.0);
                                        sum += GRABPIXEL(0.12, +2.0);
                                        sum += GRABPIXEL(0.09, +3.0);
                                        sum += GRABPIXEL(0.05, +4.0);

                                        return sum;
                                    }
                                    ENDCG
                                }

            // Vertical blur
            GrabPass {
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"
               
                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                   
                };

                v2f vert(appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                   
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;

                half4 frag(v2f i) : COLOR {
                    //                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    //                  return col;

                                        half4 sum = half4(0,0,0,0);

                                        #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight

                                        //G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))

                                        sum += GRABPIXEL(0.05, -4.0);
                                        sum += GRABPIXEL(0.09, -3.0);
                                        sum += GRABPIXEL(0.12, -2.0);
                                        sum += GRABPIXEL(0.15, -1.0);
                                        sum += GRABPIXEL(0.18,  0.0);
                                        sum += GRABPIXEL(0.15, +1.0);
                                        sum += GRABPIXEL(0.12, +2.0);
                                        sum += GRABPIXEL(0.09, +3.0);
                                        sum += GRABPIXEL(0.05, +4.0);

                                        return sum;
                                    }
                                    ENDCG
                                }

                                        // Distortion
                                        GrabPass {
                                            Tags { "LightMode" = "Always" }
                                        }
                                        Pass {
                                            Tags { "LightMode" = "Always" }

                                            CGPROGRAM
                                            #pragma vertex vert
                                            #pragma fragment frag
                                            #pragma fragmentoption ARB_precision_hint_fastest
                                            #pragma debug
                                            #include "UnityCG.cginc"

                                            struct appdata_t {
                                                float4 vertex : POSITION;
                                                float2 texcoord: TEXCOORD0;

                                            };

                                            struct v2f {
                                                float4 vertex : POSITION;
                                                float4 uvgrab : TEXCOORD0;
                                                float2 uvbump : TEXCOORD1;
                                                float2 uvmain : TEXCOORD2;
                                            };

                                            float _BumpAmt;
                                            float4 _BumpMap_ST;
                                            float4 _MainTex_ST;

                                            v2f vert(appdata_t v) {
                                                v2f o;
                                               
                                                o.vertex = UnityObjectToClipPos(v.vertex);
                                                #if UNITY_UV_STARTS_AT_TOP
                                                float scale = -1.0;
                                                #else
                                                float scale = 1.0;
                                                #endif
                                                o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                                                o.uvgrab.zw = o.vertex.zw;
                                                o.uvbump = TRANSFORM_TEX(v.texcoord, _BumpMap);
                                                o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
                                               
                                                return o;
                                            }

                                            fixed4 _Color;
                                            sampler2D _GrabTexture;
                                            float4 _GrabTexture_TexelSize;
                                            sampler2D _BumpMap;
                                            sampler2D _MainTex;

                                            half4 frag(v2f i) : COLOR {
                                                // calculate perturbed coordinates
                                                half2 bump = UnpackNormal(tex2D(_BumpMap, i.uvbump)).rg; // we could optimize this by just reading the x  y without reconstructing the Z
                                                float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
                                                i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;

                                                half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                                                half4 tint = tex2D(_MainTex, i.uvmain) * _Color;

                                                return col * tint;
                                            }
                                            ENDCG
                                        }
                                    }
        }
}