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Aurora Borealis

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

Picture3_edited.jpg

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

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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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