Open the Hypershade window. (Window menu -> Rendering Editors -> Hypershade)
Create a new Shading Map material. (In the hypershade window: Create menu -> Materials -> Shading Map)
Create a new Ramp Shader material. (In the hypershade window: Create menu -> Materials -> Ramp Shader)
Create a new Lambert Shader material. (In the hypershade window: Create menu -> Materials -> Lambert)
Click on the right arrow at the bottom of the Lambert icon. Select outColor -> outColor.
Drag the connector line over to the Shading Map icon. Click and hold, then select Color from the pop-up menu.
Click on the right arrow at the bottom of the Ramp Shader icon. Select outColor -> outColor.
Drag the connector line over to the Shading Map icon. Click and hold, then select Other from the pop-up menu.
On the left pane of the resulting Connection Editor window select outColor. On the right side select Shading Map Color.
Ramp Shader - Shading Map Connection
Close the Connection Editor.
Click on the right arrow at the bottom of the Lambert icon. Select outColor -> outColor
Drag the connector line over to the Shading Map icon. Click and hold, then select Other from the pop-up menu.
On the left pane of the Attribute Editor select Color. On the right pane click the + icon next to Environment[0]. Select Environment[0].Environment_Color.
Lambert Shader - Ramp Shader Connections
Close the Connection Editor.
Resulting Connections
Right-click on the center of the Ramp Shader icon and select Attribute Editor.
In the color box of the Attribute Editor click on the rectangular gradient display to add a new gradient point.
Move the new gradient point to the far right.
Set the right-hand point to 50% yellow and the left-hand point to 50% blue.
Under the Color Input drop down menu select Brightness.
Ramp Shader Color Settings
Select the object or objects you wish to apply the material to.
Move back to the Hypershade window and right-click on the center of the Shading Map icon.
Select Assign Material To Selection.
Note: You can apply the warm-cold effect to any input material by using that material in place of the Lambert Shader in the steps above.