在两个材质之间对属性进行插值。
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
.
When t
is 1, all values are taken from end
.
通常希望在其间进行插值的材质除了颜色
和浮点值之外都相同(使用相同着色器和纹理)。随后可使用
Lerp
在它们之间进行混合。
另请参阅:Materials。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public Material material1;
public Material material2;
public float duration = 2.0F;
public Renderer rend;
void Start() {
rend = GetComponent<Renderer>();
rend.material = material1;
}
void Update() {
float lerp = Mathf.PingPong(Time.time, duration) / duration;
rend.material.Lerp(material1, material2, lerp);
}
}