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)