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public static method InverseLerp(a: float, b: float, value: float): float;
public static float InverseLerp(float a, float b, float value);


aStart value.
bEnd value.
valueValue between start and end.


float Percentage of value between start and end.


Calculates the linear parameter t that produces the interpolant value within the range [a, b].

The a and b values define the start and end of the line. Value is a location between a and b. Subtract a from both a and b and value to make a', b' and value'. This makes a' to be zero and b' and value' to be reduced. Finally divide value' by b'. This gives the InverseLerp amount.

var walkSpeed = 5.0;
var runSpeed = 10.0;
var speed = 8.0;

function Start() { // parameter is now 3 / 5 var parameter : float = Mathf.InverseLerp(walkSpeed, runSpeed, speed); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float walkSpeed = 5.0f; public float runSpeed = 10.0f; public float speed = 8.0f;

void Start() { float parameter = Mathf.InverseLerp(walkSpeed, runSpeed, speed); Debug.Log("InverseLerp: 5, 10, 8 = " + parameter); } }

See Also: Lerp.

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