Inside the disc, the sphere's normal is the pixel's position plus a z from Pythagoras. Dot it with the light direction and you have diffuse shading; reflect the light off the normal and dot it with the view for the highlight. The softness knob is the exponent on that highlight.

New to shaders? Read Rive Shaders Explained →

Live
rive-shader-library.revIn the Scripting Course

Light on its own artboard in the library file, with the ShaderQuad node and the WGSL, Inputs for Angle, Softness. Copy the artboard into any Rive file.

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Metal
Aurora
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.