Motion

Nothing moves in a shader. The time uniform ticks, and the maths reads a different colour for the same pixel. These four are the cleanest examples of that trick: sines, distances and angles, scrolled.

New to shaders? Read Rive Shaders Explained →

Waves

Offset a line by the sine of x, stack a few, let time slide through.

Plasma

Four sine fields added together. No texture, no geometry, arithmetic per pixel.

Rings

Colour by distance from a point, then scroll that distance over time.

Spiral

Angle plus distance inside one sine. Arms that turn.

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.