Scale gradient based on object size

I’m working on a material. As the mesh gets bigger I wanted it to 1) add equally scaled bars and 2) reveal a gradient. So at a radius of 128 it would show only 1/4 of the gradient and at 512 the entire gradient. I got the first part down and I thought I could use some of the same sorts of logic on the gradient heightmap, but I can’t for the life of me make any progress. Below youll see two examples of the material, increasing the scale adds more bars but the color gradient stays the same 1:1.

Any pointers?

Super simple in the end, just had to adjust the UV’s after the gradient and not before.