Material.Lerp 插值

function Lerp (start : Material, end : Material, t : float) : void


Interpolate properties between two materials.


Makes all color and float values of a material be interpolated from start to end, based on t.

When t is 0, all values are taken from start.
时间t 为 0时,所有值为开始。

When t is 1, all values are taken from end.
时间t 为 1时,所有值为结束。

Most often you want the materials that are interpolated between to be the same (use the same shaders and textures) except for colors and floats. Then you use Lerp to blend between them.

通常,您想要差值的两个材质是相同的(使用相同的着色器和纹理) 除了颜色和浮点数。然后您可以使用 Lerp 做它们之间的混合。

参见: Materials .

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
	public Material material1;
	public Material material2;
	public float duration = 2.0F;
	void Start() {
		renderer.material = material1;
	void Update() {
		float lerp = Mathf.PingPong(Time.time, duration) / duration;
		renderer.material.Lerp(material1, material2, lerp);
// Blends between two materials

var material1 : Material;
var material2 : Material;
var duration = 2.0;

function Start () {
	// At start, use the first material
	renderer.material = material1;

function Update () {
	// ping-pong between the materials over the duration

	var lerp : float = Mathf.PingPong ( Time.time , duration) / duration;
	renderer.material.Lerp (material1, material2, lerp);
Page last updated: 2011-1-22