Value noise picks a random number at each grid corner and blends between them, so the result is smooth instead of static. Stack five copies, each at double the frequency and half the weight, and you get the layered randomness behind clouds, smoke, rust and film grain. That stack is fbm, fractal Brownian motion.

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noise.revFree

GPU Canvas node, WGSL inside, Inputs for Scale, Speed, Contrast. Copy the artboard into any Rive file.

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Cells
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.