Scatter one random point in every grid cell and let each pixel look for the nearest one across its nine neighbours. The distance to it shades the cell; the distance to the second nearest, minus the first, is exactly zero on the borders, which is where the gold lines come from. The points drift on a sine so the whole thing breathes.

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Live
rive-shader-library.revIn the Scripting Course

Cells on its own artboard in the library file, with the ShaderQuad node and the WGSL, Inputs for Density, Drift. Copy the artboard into any Rive file.

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Noise
Marble
Clouds
Free Rive file

Noise, as a Rive file, on us

The Noise shader with the GPU Canvas node wired and the WGSL inside. Drop it into any Rive file and see how a shader lives there.

The other 27, in the course

Every shader here, as a ready-to-drop Rive file

Play with all of them here. The library file, every shader on its own artboard, comes with the Scripting Course, next to the lessons and the Space Game it belongs to.