Expose Gradients as Material Properties
Unity's Gradient properties cannot normally be exposed as editable material properties in the Material Inspector, and unlike many other Shader Graph properties, Gradients cannot normally use Show In Inspector.
Shader Gradients solves that limitation by letting you use Unity's Gradient editor directly inside your material inspector, whether you're using Shader Graph or HLSL/ShaderLab.
Simply add a Texture2D property with the _BakeGrad_ prefix and Shader Gradients automatically displays it as a fully editable Gradient field in the Material Inspector, with both HDR and LDR support.
Under the hood, it bakes the Gradient into a texture and automatically updates it every time you make a change, letting you see the result immediately in your material.
Core Features:
At runtime there is no gradient evaluation, only regular texture sampling.
Shader Gradients stores your editable Gradient data inside a lightweight ScriptableObject attached to each material as a sub-asset. Generated textures are stored as material sub-assets too, so there are no loose generated files cluttering your project.
Whenever you modify a gradient, it automatically and seamlessly updates a baked texture that your shader samples just like any other texture.
Ideal for
Documentation:
https://evernulltools.github.io/shadergradients-docs/
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