The maths in this answer is a combination of this answer, and this remark. Those examples demonstrate: a) how to make a polygon-shader, and b) how to make a stripe of constant thickness about a vector.
Here, the angle theta for any given shading point is given by a radial gradient, Ping-Ponged to divide it into spokes.
In this case, a spoke-stripe is made using sin(theta)*radius > a constant: half the stripe's thickness. The remaining bit of trig. in the tree increases the size of the polygon by just the right amount, so, when it's masked by stripes of a given thickness, the segments remain the same size, and it appears to explode. That section is coloured green.

The input parameters are:
Sides, the number of sides of the polygon
Size, the distance from the centre to a flat side of the polygon
Explode, the half-thickness of the stripe mask across the polygon: half the radial gap between the segments.

You could add some nodes to tweak the inputs before grouping the tree, to suit your purposes. Rotation could be done in the Mapping node. I'm not sure what your reference's 'Gradient' means.. if you need that, call back.
