using UnityEngine; namespace MoleMole { public class ShaderProperty_Distortion : ShaderProperty_Base { public float _DTIntensity; public float _DTPlaySpeed; public float _DTNormalDisplacment; public float _DTUVScaleInX; public float _DTUVScaleInY; public Vector4 _DTFresnel; public override void LerpTo(Material targetMat, ShaderProperty_Base to_, float normalized) { ShaderProperty_Distortion shaderProperty_Distortion = (ShaderProperty_Distortion)to_; targetMat.SetFloat("_DTIntensity", Mathf.Lerp(_DTIntensity, shaderProperty_Distortion._DTIntensity, normalized)); targetMat.SetFloat("_DTPlaySpeed", Mathf.Lerp(_DTPlaySpeed, shaderProperty_Distortion._DTPlaySpeed, normalized)); targetMat.SetFloat("_DTNormalDisplacment", Mathf.Lerp(_DTNormalDisplacment, shaderProperty_Distortion._DTNormalDisplacment, normalized)); targetMat.SetFloat("_DTUVScaleInX", Mathf.Lerp(_DTUVScaleInX, shaderProperty_Distortion._DTUVScaleInX, normalized)); targetMat.SetFloat("_DTUVScaleInY", Mathf.Lerp(_DTUVScaleInY, shaderProperty_Distortion._DTUVScaleInY, normalized)); targetMat.SetVector("_DTFresnel", Vector4.Lerp(_DTFresnel, shaderProperty_Distortion._DTFresnel, normalized)); } } }