/* https://grabient.com/_gM6gMrgLZgCqgB7gDhgP1gNWgPUgOggLYgGU?style=linearGradient&steps=8&angle=315 */
background: linear-gradient(315deg, #faca8b 0.000%, #fae183 14.286%, #dbeea3 28.571%, #b7e9d4 42.857%, #a7d5f2 57.143%, #b9bee7 71.429%, #dfb0bc 85.714%, #fbb48f 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gM6gMrgLZgCqgB7gDhgP1gNWgPUgOggLYgGU?style=linearGradient&steps=8&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#faca8b" /><stop offset="0.143" stop-color="#fae183" /><stop offset="0.286" stop-color="#dbeea3" /><stop offset="0.429" stop-color="#b7e9d4" /><stop offset="0.571" stop-color="#a7d5f2" /><stop offset="0.714" stop-color="#b9bee7" /><stop offset="0.857" stop-color="#dfb0bc" /><stop offset="1.000" stop-color="#fbb48f" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#faca8b", "#fae183", "#dbeea3", "#b7e9d4", "#a7d5f2", "#b9bee7", "#dfb0bc", "#fbb48f"]
// https://grabient.com/_gM6gMrgLZgCqgB7gDhgP1gNWgPUgOggLYgGU?style=linearGradient&steps=8&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.826, 0.811, 0.729);
vec3 b = vec3(0.170, 0.123, 0.225);
vec3 c = vec3(1.013, 0.854, 0.980);
vec3 d = vec3(0.928, 0.728, 0.404);
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);
}
[
[0.826, 0.811, 0.729],
[0.170, 0.123, 0.225],
[1.013, 0.854, 0.980],
[0.928, 0.728, 0.404]
]