在两个材质之间对属性进行插值。
基于 start/
,使材质的所有颜色和浮点值从 start/
插值到 t
。\
当 t
为 0 时,所有值都取自 t
。\
当 t
为 1 时,所有值都取自 /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); } }
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