public void Lerp (Material start, Material end, float t);

Description

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;

public class Example : MonoBehaviour { // Blends between two materials

Material material1; Material material2; float duration = 2.0f; Renderer rend;

void Start() { rend = GetComponent<Renderer> ();

// At start, use the first material rend.material = material1; }

void Update() { // ping-pong between the materials over the duration float lerp = Mathf.PingPong(Time.time, duration) / duration; rend.material.Lerp(material1, material2, lerp); } }