Feature Playground

Texture / atmosphere · 9.3

Material-shaded gradient

The polish that makes colour feel expensive. Soft, fabric-like depth with inner glow. Colour that shifts as you move. Prismatic shimmer from the trading cards you collected.

A gradient field shaded as though it were a material, rather than a flat colour interpolation.

4 knobs

How it actually works

The difference between a gradient and a material is that a material knows where the light is. That is the whole entry. Four names, one shader, and the "expensive" read is exactly the target: cheap is when the specular is a white blob, expensive is when it is a ramp that follows a surface you cannot see.

A specular or fresnel term over the base field. Metallic is a sharp specular ramp. Velvet is an inverse-fresnel inner glow, the classic sheen read. Iridescent and holographic are view-angle-dependent hue shifts, thin-film style. The base field is the same one 3.4 generates: this entry is the lighting, not the colour.

The knobs, named

Specular sharpness, fresnel power, hue-shift range, sheen amount. Four presets sit on top of them.

KnobSourceWhat it teaches
Material ours Four names, one shader. Their names are the right names, so they are presets, exactly as they do it.
Specular sharpness ours The exponent on the highlight. Low is a wide sheen; high is a hard glint.
Fresnel power ours How strongly the edges catch light. This is most of what makes velvet velvet.
Hue-shift range ours For iridescent and holographic: how far the colour travels with view angle. At 0 they are just a shiny gradient.

sourced means the source names this parameter. ours means the source names none and the knob is our design against the mechanism. No knob here is invented and passed off as sourced.

Evidence

VERIFIED (rendered) for existence; mechanism and knobs INFERRED

grep on gradientlab.co/features found /features/{metallic,velvet,iridescent,holographic}-gradient among the 19. The four names and analogies are theirs, verbatim. The mechanism and every knob are INFERRED/ours. Not upgraded.

Seen on
gradientlab.co (four sibling feature pages).
Dependencies
any shader context
Difficulty
moderate: trivial to switch on, hard to make look expensive
Performance
One quad; cheap. Static by default.
Accessibility and the floor
No motion at the default settings, so nothing to reduce.

Notes

Composability. Generator plus material: 3.4 decides the colour, this decides the light. Add ripple (3.1) and you have gradientlab's entire product in three uniforms.

Trivial to switch on, hard to make look expensive rather than cheap. The honest label matters here: gradientlab publishes the four names and the four analogies and no parameters at all. Every slider above is our design against an inferred mechanism, and the index says so rather than implying we read their shader.