https://jsfiddle.net/prisoner849/k3895nho/
Okay, as you, at least, try to do something , there’s the function which applies a gradient to a geometry
Maybe there is another, better, approach. I came up with that one
var geom = new THREE.TorusKnotGeometry(2.5, .5, 100, 16);
var rev = true;
var cols = [{
stop: 0,
color: new THREE.Color(0xf7b000)
}, {
stop: .25,
color: new THREE.Color(0xdd0080)
}, {
stop: .5,
color: new THREE.Color(0x622b85)
}, {
stop: .75,
color: new THREE.Color(0x007dae)
}, {
stop: 1,
color: new THREE.Color(0x77c8db)
}];
setGradient(geom, cols, 'y', rev);
function setGradient(geometry, colors, axis, reverse){
geometry.computeBoundingBox();
var bbox = geometry.boundingBox;
var size = new THREE.Vector3().subVectors(bbox.max, bbox.min);
var vertexIndices = ['a', 'b', 'c'];
var face, vertex, normalized = new THREE.Vector3(),
normalizedAxis = 0;
for (var c = 0; c < colors.length - 1; c++) {
var colorDiff = colors[c + 1].stop - colors[c].stop;
for (var i = 0; i < geometry.faces.length; i++) {
face = geometry.faces[i];
for (var v = 0; v < 3; v++) {
vertex = geometry.vertices[face[vertexIndices[v]]];
normalizedAxis = normalized.subVectors(vertex, bbox.min).divide(size)[axis];
if (reverse) {
normalizedAxis = 1 - normalizedAxis;
}
if (normalizedAxis >= colors[c].stop && normalizedAxis <= colors[c + 1].stop) {
var localNormalizedAxis = (normalizedAxis - colors[c].stop) / colorDiff;
face.vertexColors[v] = colors[c].color.clone().lerp(colors[c + 1].color, localNormalizedAxis);
}
}
}
}
}