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Material.Lerp

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public function Lerp(start: Material, end: Material, t: float): void;
public void Lerp(Material start, Material end, float t);
public def Lerp(start as Material, end as Material, t as float) as void

Description

2つのマテリアルを時間をかけて変更させます

start を基準に start 引数から end 引数へマテリアルの設定を補完しながら 変更させます。
start が0のときは、 start の値になります。
end が1のときは、 end の値になります。 Most often you want the materials that are interpolated between to be the same (use the same shaders and textures) except for colors and floats. Then you use /Lerp/ to blend between them. See Also: Materials.

	// Blends between two materials

	var material1 : Material;
	var material2 : Material;
	var duration = 2.0;

	function Start () {
		// At start, use the first material
		renderer.material = material1;
	}

	function Update () {
		// ping-pong between the materials over the duration
		var lerp : float = Mathf.PingPong (Time.time, duration) / duration;
		renderer.material.Lerp (material1, material2, lerp);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Material material1;
    public Material material2;
    public float duration = 2.0F;
    void Start() {
        renderer.material = material1;
    }
    void Update() {
        float lerp = Mathf.PingPong(Time.time, duration) / duration;
        renderer.material.Lerp(material1, material2, lerp);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public material1 as Material

	public material2 as Material

	public duration as float = 2.0F

	def Start() as void:
		renderer.material = material1

	def Update() as void:
		lerp as float = (Mathf.PingPong(Time.time, duration) / duration)
		renderer.material.Lerp(material1, material2, lerp)