/* https://grabient.com/_gFagFEgC4gDWgCIgBvgM7gTRgX2gF-gGogE3?style=linearGradient&steps=9&angle=315 */
background: linear-gradient(315deg, #303424 0.000%, #223413 12.500%, #2a4f25 25.000%, #456d44 37.500%, #687448 50.000%, #845e2c 62.500%, #8f3e14 75.000%, #83301e 87.500%, #663f3e 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gFagFEgC4gDWgCIgBvgM7gTRgX2gF-gGogE3?style=linearGradient&steps=9&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#303424" /><stop offset="0.125" stop-color="#223413" /><stop offset="0.250" stop-color="#2a4f25" /><stop offset="0.375" stop-color="#456d44" /><stop offset="0.500" stop-color="#687448" /><stop offset="0.625" stop-color="#845e2c" /><stop offset="0.750" stop-color="#8f3e14" /><stop offset="0.875" stop-color="#83301e" /><stop offset="1.000" stop-color="#663f3e" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#303424", "#223413", "#2a4f25", "#456d44", "#687448", "#845e2c", "#8f3e14", "#83301e", "#663f3e"]
// https://grabient.com/_gFagFEgC4gDWgCIgBvgM7gTRgX2gF-gGogE3?style=linearGradient&steps=9&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.346, 0.324, 0.184);
vec3 b = vec3(0.214, 0.136, 0.111);
vec3 c = vec3(0.827, 1.233, 1.526);
vec3 d = vec3(0.382, 0.424, 0.311);
return a + b * cos(6.283185 * (c * t + d));
}
// N stops sampled from the palette, blended like the CSS gradient
vec3 stops(float t) {
float n = STEPS - 1.0;
float x = clamp(t, 0.0, 1.0) * n;
return mix(palette(floor(x) / n), palette(min(floor(x) + 1.0, n) / n), fract(x));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = fragCoord - 0.5 * iResolution.xy;
// CSS angle: 0 = up, clockwise; span = CSS gradient-line length
vec2 dir = vec2(sin(radians(ANGLE)), cos(radians(ANGLE)));
float len = abs(iResolution.x * dir.x) + abs(iResolution.y * dir.y);
float t = dot(p, dir) / len + 0.5;
fragColor = vec4(stops(t), 1.0);
}
[
[0.346, 0.324, 0.184],
[0.214, 0.136, 0.111],
[0.827, 1.233, 1.526],
[0.382, 0.424, 0.311]
]