Multiply the coordinates by a pixel count, floor them, divide back. Every pixel inside a cell now reads the same position, so whatever is drawn underneath, here drifting noise, comes out in blocks. The count is the resolution, and it can animate.

New to shaders? Read Rive Shaders Explained →

Live
rive-shader-library.revIn the Scripting Course

Pixelate on its own artboard in the library file, with the ShaderQuad node and the WGSL, Inputs for Pixels, Speed. Copy the artboard into any Rive file.

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Ripple
Chromatic
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.