A horizontal line is every pixel whose y is near a constant. Make that constant a sine of x and the line becomes a wave. Draw several with a phase offset each, colour them along the sky-to-gold ramp, and add time to the phase so they roll.

New to shaders? Read Rive Shaders Explained →

Live
rive-shader-library.revIn the Scripting Course

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

More in Motion

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Plasma
Rings
Spiral
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.