Noise & texture

Shaders that start from randomness. Value noise stacked in octaves gives you clouds, smoke and grain; the nearest of a set of drifting points gives you cells, cracks and stone. Every one runs here, and every one drops into Rive as a GPU Canvas node.

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Noise

Layered randomness at shrinking scales. Clouds, smoke, rust, grain.

Cells

For each pixel, find the nearest drifting point. Scales, cracks, stone.

Marble

Noise pushed through a sine. Veins.

Clouds

Noise thresholded against a sky gradient.

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.