How does Gradient.Evaluate work internally?

I have been trying to make a structure similar to Unity’s built-in Gradient.

What I’m stuck at getting my head around is the Gradient.Evaluate function, how does it work internally?

Any code snippets will be really helpful!

I would imagine it’s a combination of lerps between colours based on their time values, but for simplicity’s sake it can be done with one lerp, i.e;

Color EvaluateGradient (float t, GradientColorKey[] keys)
{
    //We can early exit if t is at the boundaries
    if (t <= keys[0].time)
        return keys[0].color;
    if (t >= keys[keys.Length - 1].time)
        return keys[keys.Length - 1].color;

    //Loop through each gradient segment
    for (int i = 0; i < keys.Length - 1; i++)
    {
        //Find the start and end keys of this segment
        GradientColorKey startKey = keys*;*

GradientColorKey endKey = keys[i + 1];

//We only need to do any work if t is in the current segment
if (t < endKey.time)
{
//Find t in relation to the current segment
float localTime = Mathf.Clamp01 ((t - startKey.time) / (endKey.time - startKey.time));
return Color.Lerp (startKey.color, endKey.color, localTime);
}
}

//We will only get here if the last key is placed early, so return that
return keys[keys.Length - 1].color;
}