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Aurora Borealis

Final result using Unity's shader graphs to create a night time Aurora getting reflected by water

Vertex Displacement to make the Aurora wave in the sky.
We split a coordinate from the position and multiply it by some frequency
Then we have velocity and add it together into a sine wave multiplying it by some amplitude
Finally adding it back into

This shader graph builds the animated Simple Noise that gets offset over time, then uses Power and Multiply nodes to control contrast and intensity. The results in a dissolving texture that’s tinted by a color input.
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