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Material.Lerp

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マニュアルに切り替える
public function Lerp(start: Material, end: Material, t: float): void;
public void Lerp(Material start, Material end, float t);

Parameters

Description

2 つのマテリアルを時間をかけて変更させます

t 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 based on t.
When t is 0, all values are taken from start.
t が 1 のときは、end の値になります。

たいていの場合、色や float を除いて (同じシェーダーやテクスチャを使用して) 同じように間を補完するマテリアルを望むでしょう。その後、 それらの間をブレンドする Lerp を使用します。

See Also: Materials.

// Blends between two materials

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

function Start () { rend = GetComponent.<Renderer>(); // At start, use the first material rend.material = material1; }

function Update () { // ping-pong between the materials over the duration var lerp : float = Mathf.PingPong(Time.time, duration) / duration; rend.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; public Renderer rend; void Start() { rend = GetComponent<Renderer>(); rend.material = material1; } void Update() { float lerp = Mathf.PingPong(Time.time, duration) / duration; rend.material.Lerp(material1, material2, lerp); } }