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Unity Engine


Lerp

Linearly interpolates between colors a and b using the interpolation ratio t.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Lerp(Color32, Color32, float)

Linearly interpolates between colors
a
and
b
using the interpolation ratio
t
.
public static Color32 Lerp(Color32 a, Color32 b, float t)

Parameters

The start color, returned when t = 0.

The end color, returned when t = 1.

The interpolation ratio. Will be clamped to the range [0; 1].

Returns

Type

Description

Color32The color resulting from linear interpolation between and
a
and
b
.

Remarks

t
is clamped to be between 0 and 1. When
t
is 0, the function returns
a
. When
t
is 1, the function returns
b
.
The code sample sets the color of a GameObject's material to a value between white and black, based on the amount of time that has elapsed.
using UnityEngine;public class ColorLerp : MonoBehaviour{ Color32 lerpedColor = Color.white; Renderer renderer; void Start() { renderer = GetComponent<Renderer>(); } void Update() { lerpedColor = Color32.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time, 1)); renderer.material.color = lerpedColor; }}
Additional Resources: Color32.LerpUnclamped.

Lerp(Color32, Color32, float)

Linearly interpolates between colors
a
and
b
using the interpolation ratio
t
.
public static Color32 Lerp(in Color32 a, in Color32 b, float t)

Parameters

The start color, returned when t = 0.

The end color, returned when t = 1.

The interpolation ratio. Will be clamped to the range [0; 1].

Returns

Type

Description

Color32The color resulting from linear interpolation between and
a
and
b
.

Remarks

t
is clamped to be between 0 and 1. When
t
is 0, the function returns
a
. When
t
is 1, the function returns
b
.
The code sample sets the color of a GameObject's material to a value between white and black, based on the amount of time that has elapsed.
using UnityEngine;public class ColorLerp : MonoBehaviour{ Color32 lerpedColor = Color.white; Renderer renderer; void Start() { renderer = GetComponent<Renderer>(); } void Update() { lerpedColor = Color32.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time, 1)); renderer.material.color = lerpedColor; }}
Additional Resources: Color32.LerpUnclamped.