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  • Hey Franziska Schneider,

    The object space positions of the quad corners are larger than 0 to 1. They're -10 to 10 or something like that. So the gradient only appears near the origin. Either the source mesh needs to be scaled and offset to lie between 0-1, or a remap node used to remap the actual range to 0-1.
     
     
    But the easiest way to solve that is to use UVs instead of positions. 
     
    Cheers,
    Vincent
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  • Thanks for the helpful answer, the attached shader (with a 1x1 plane) solves my problem.

    Cheers,
    Franziska

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