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Gradient Ramp Generator

Module: Tech · Category: TextureGenerators · Tool ID: GradientRampGenerator

Builds gradient ramp textures with custom color stops, per-stop interpolation (Linear or Step), and four orientations (Horizontal / Vertical / Radial / Angular). Drives toon-shading lookups, color grading ramps, time-of-day curves, and any ramp-based material effect. Exports as PNG or UTexture2D UAsset, and can also create a UCurveLinearColor asset.

Screenshot 01 — Hero shot — Tool open with a 6-stop toon ramp visible, marker row showing draggable stops, preview at the bottom.


  • Authoring toon / cel shading ramps that drive material lookup
  • Time-of-day color ramps for sky / lighting drivers
  • Color-grading LUTs for stylized post-processing
  • Any material that needs a parameterizable color gradient
  • Don’t use this for full-LUT generation — see LUT Color Grading Baker
  • Don’t expect 3D gradients — outputs are 2D (or 1D × height)

  1. Open the EQLabs Hub and search for Gradient (or browse to Tech → TextureGenerators)
  2. Click the tool card
  3. Add stops, configure orientation, click Generate

SectionWhat it doesDefault
ResolutionOutput texture width256
Export HeightTexture height in pixels4
Compression comboOutput texture compression(default)
Orientation comboHorizontal / Vertical / Radial / AngularHorizontal
Preset comboQuick-pick built-in gradients (Toon, Sunset, etc.)
Marker rowDraggable stops on a horizontal bar — click to add a stop
Stop listPer-stop row: time, color, interpolation (Linear / Step), remove
Add StopAdds a new stop
Save Asset PathOutput asset path/Game/Textures/T_Generated_GradientRamp
Generate / Update PreviewBakes the gradient
Export PNGSaves to disk
Save as UE AssetCreates a UTexture2D
Create Curve AssetCreates a UCurveLinearColor from the same stops
ModeWhat it does
LinearSmooth interpolation to the next stop
StepHard cut (no interpolation) — stays at the stop’s color until the next stop
OrientationWhat it produces
HorizontalGradient runs left-to-right
VerticalTop-to-bottom
RadialCenter to edge
AngularClockwise rotation around center

Screenshot 02 — Step interpolation — Stops with mixed Linear/Step interpolation visible, preview showing hard cuts.


  1. Pick Toon preset (or start from default)
  2. Add stops at 0.0, 0.3, 0.7, 1.0
  3. Set the 0.3 and 0.7 stops to Step interpolation (hard cuts)
  4. Pick the colors for shadow / mid / light / specular
  5. Save as UE Asset — the ramp is ready for a material to sample
  1. Add 5 stops representing the colors over time
  2. Keep all stops on Linear interpolation
  3. Create Curve Asset — drives a Blueprint or Niagara color over time

Settings persist via the standard tool framework to [Project]/Saved/EQLabs/Settings/GradientRampGenerator.json.


  • UTexture2D asset — via Save as UE Asset
  • PNG file — via Export PNG
  • UCurveLinearColor asset — via Create Curve Asset
  • Linear / sRGB pixel encoding controlled by texture target type

  • Step interpolation is the toon-shading killer feature — UE’s default linear ramps don’t give the hard banding most cel shaders want
  • Marker row is click-to-add — clicking on the bar inserts a stop at that position
  • Export Height of 4 is enough for most ramps; raise for visual “stripe” effects
  • Curve Asset and Texture Asset can be created from the same stops — useful when one shader path uses curves and another uses sampled textures


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