/* https://grabient.com/_gI-gIPgHFgBRgA2gATgRNgTLgZlgFdgFigNL?style=linearGradient&steps=9&angle=225 */
background: linear-gradient(225deg, #867e76 0.000%, #7e7978 12.500%, #847f73 25.000%, #948c6f 37.500%, #a39471 50.000%, #a69077 62.500%, #9c8478 75.000%, #8a7a73 87.500%, #7f7a6f 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gI-gIPgHFgBRgA2gATgRNgTLgZlgFdgFigNL?style=linearGradient&steps=9&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#867e76" /><stop offset="0.125" stop-color="#7e7978" /><stop offset="0.250" stop-color="#847f73" /><stop offset="0.375" stop-color="#948c6f" /><stop offset="0.500" stop-color="#a39471" /><stop offset="0.625" stop-color="#a69077" /><stop offset="0.750" stop-color="#9c8478" /><stop offset="0.875" stop-color="#8a7a73" /><stop offset="1.000" stop-color="#7f7a6f" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#867e76", "#7e7978", "#847f73", "#948c6f", "#a39471", "#a69077", "#9c8478", "#8a7a73", "#7f7a6f"]
// https://grabient.com/_gI-gIPgHFgBRgA2gATgRNgTLgZlgFdgFigNL?style=linearGradient&steps=9&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.574, 0.527, 0.453);
vec3 b = vec3(0.081, 0.054, 0.019);
vec3 c = vec3(1.101, 1.227, 1.637);
vec3 d = vec3(0.349, 0.354, 0.843);
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);
}
[
[0.574, 0.527, 0.453],
[0.081, 0.054, 0.019],
[1.101, 1.227, 1.637],
[0.349, 0.354, 0.843]
]