Motion
Get Motion

ReferenceMaterial nodesColour

Colour Ramp

Four colours along 0 to 1, at the stops you set.

ColourgradientRamp

Inputs

PinTypeStarts atNotes
Positionatfloat0–
Colour 1colour1vec3"#0b2a3a"–
Colour 2colour2vec3"#3fd0c9"–
Colour 3colour3vec3"#caecff"–
Colour 4colour4vec3"#ffffff"–
Position 2stop2float0.33–
Position 3stop3float0.66–
InterpolationmodechoiceSmoothOne of: Smooth, Steps, OKLab.

Outputs

PinType
outvec3

The code it becomes

What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.

void mainImage(out vec4 fragColor, in vec2 fragCoord){    vec3 n2_out = (clamp(0.0, 0.0, 1.0) < 0.33 ? mix(vec3(0.04314, 0.16471, 0.22745), vec3(0.24706, 0.81569, 0.78824), clamp((clamp(0.0, 0.0, 1.0) - 0.0) / max(0.33 - 0.0, 1e-5), 0.0, 1.0)) : clamp(0.0, 0.0, 1.0) < 0.66 ? mix(vec3(0.24706, 0.81569, 0.78824), vec3(0.79216, 0.92549, 1.0), clamp((clamp(0.0, 0.0, 1.0) - 0.33) / max(0.66 - 0.33, 1e-5), 0.0, 1.0)) : mix(vec3(0.79216, 0.92549, 1.0), vec3(1.0, 1.0, 1.0), clamp((clamp(0.0, 0.0, 1.0) - 0.66) / max(1.0 - 0.66, 1e-5), 0.0, 1.0)));    fragColor = vec4(n2_out, 1.0);}

In a graph

Texture coordinates into the node, and the node into the material, as Studio draws them.