using UnityEngine; namespace MoleMole { public class ShaderProperty_Rim : ShaderProperty_Base { public Color _RGColor; public float _RGShininess; public float _RGScale; public float _RGBias; public float _RGRatio; public float _RGBloomFactor; public override void LerpTo(Material targetMat, ShaderProperty_Base to_, float normalized) { ShaderProperty_Rim shaderProperty_Rim = (ShaderProperty_Rim)to_; targetMat.SetColor("_RGColor", Color.Lerp(_RGColor, shaderProperty_Rim._RGColor, normalized)); targetMat.SetFloat("_RGShininess", Mathf.Lerp(_RGShininess, shaderProperty_Rim._RGShininess, normalized)); targetMat.SetFloat("_RGScale", Mathf.Lerp(_RGScale, shaderProperty_Rim._RGScale, normalized)); targetMat.SetFloat("_RGBias", Mathf.Lerp(_RGBias, shaderProperty_Rim._RGBias, normalized)); targetMat.SetFloat("_RGRatio", Mathf.Lerp(_RGRatio, shaderProperty_Rim._RGRatio, normalized)); targetMat.SetFloat("_RGBloomFactor", Mathf.Lerp(_RGBloomFactor, shaderProperty_Rim._RGBloomFactor, normalized)); } } }