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); } }