The same fbm as the Noise tile, drifting sideways, run through a smoothstep so everything below the cover value is sky and everything above it is cloud. The soft edge of the smoothstep is the whole trick: too hard and it reads as a map, too soft and it is fog.

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Live
rive-shader-library.revIn the Scripting Course

Clouds on its own artboard in the library file, with the ShaderQuad node and the WGSL, Inputs for Cover, Wind. Copy the artboard into any Rive file.

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Noise
Cells
Marble
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.