# Sample Gradient Node ## Description Samples a **Gradient** given the input of **Time**. Returns a **Vector 4** color value for use in the shader. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Gradient | Input | Gradient | None | Gradient to sample | | Time | Input | Vector 1 | None | Point at which to sample gradient | | Out | Output | Vector 4 | None | Output value as Vector4 | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_SampleGradient_float(float4 Gradient, float Time, out float4 Out) { float3 color = Gradient.colors[0].rgb; [unroll] for (int c = 1; c < 8; c++) { float colorPos = saturate((Time - Gradient.colors[c-1].w) / (Gradient.colors[c].w - Gradient.colors[c-1].w)) * step(c, Gradient.colorsLength-1); color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type)); } #ifndef UNITY_COLORSPACE_GAMMA color = SRGBToLinear(color); #endif float alpha = Gradient.alphas[0].x; [unroll] for (int a = 1; a < 8; a++) { float alphaPos = saturate((Time - Gradient.alphas[a-1].y) / (Gradient.alphas[a].y - Gradient.alphas[a-1].y)) * step(a, Gradient.alphasLength-1); alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type)); } Out = float4(color, alpha); } ```