Lerp node not scaling right / spitting out unneeded colours when scaling

This is how I create my sky’s colour gradient from the bottom of the UV to the top in shader graph.

I am wanting to scale the gradient with the ‘SkySize’ value, however when I do this the gradient ends up not stretching but instead creating harsher colours where it should have been scaled - mainly the top.

More Exlanatory Diagrams Below



Edit: Scracth what I said earlier, I think what you need to do is, subtract UV by 0.5, multiply that by SkySize, add 0.5 back to it, and finally feed it into your lerp.

Oh yeah you may also need to clamp the value to 0-1 just before feeding it into the lerp.

This works the way I intended with having the gradient split at the center, thank you, although one big problem is the colors past the image after it has ‘tiled’ are a lot more intense when they should be the same as where the SkySize value ends on the image if you understand what im tryna say, Screenshots below.
(ignore the SkySizeGradient value in the editor, its unused)

You can remove the tiling node as you don’t need it. Instead replace it with a clamp node, setting the 2 clamping inputs to 0 and 1.

Thank you for your help, all working now.

Glad you got it working!