Don't want to be the nerd "who knows it better", but I wanna correct some terms in your postings (don't wanna be offending - just to make things more clear
)
The "Depth of Field Shadow" and "Area Shadows" are different concepts of 3D Rendering Software Packages (like 3ds max, which I use).
What you mean with those "DOF Shadows" are in fact "Area Shadows" - in reality a Shadow (even with a high contrast lightsource like our sun) is blurring out as it spreads more and more away from the shadow casting object. This is a cool but render expensive effect (which can be faked with some shadowmap grid in 3ds max; or real Area Shadows used by raytracing algorythms) - if it runs pretty fast with your system, then it's worth a try.
Depth of Field Shadows or "blurry shadows" are shadows which are blurred through this DOF Effect in a correct manner (which they don't actually because the DOF Effect is a posteffect they need a bit more treatment). And: this relys also to reflected shadows (by metal reflections or other stuff like this) - this requieres Material ID's in 3ds max (but max is a bit weird
).
The Glitch Shader (as you call it) in 3D graphics (again 3ds max) is composed out of a texture, a procedural mixmap and another texture (or procedural map... or a procedural map mixed with textures or procedurals mixed with procedurals and then mixed with textures a.s.o.). It's actually called a "dirt map" - which is not the same like a detailmap.
Those are the concepts of 3d rendering as I experienced them... I pressume that you are checking the inner cores of those rendertechnologies frequently, to construct your own shader - at least this would help you a bit more, getting this tool achieved.
Greetings
Tristan