using UnityEngine; namespace MoleMole { public class ShaderProperty_SpecialState : ShaderProperty_Base { public float _SPNoiseScaler; public float _SPIntensity; public float _SPTransition; public Color _SPTransitionColor; public Color _SPOutlineColor; public float _SPTransitionEmissionScaler; public float _SPTransitionBloomFactor; public override void LerpTo(Material targetMat, ShaderProperty_Base to_, float normalized) { ShaderProperty_SpecialState shaderProperty_SpecialState = (ShaderProperty_SpecialState)to_; targetMat.SetFloat("_SPNoiseScaler", Mathf.Lerp(_SPNoiseScaler, shaderProperty_SpecialState._SPNoiseScaler, normalized)); targetMat.SetFloat("_SPIntensity", Mathf.Lerp(_SPIntensity, shaderProperty_SpecialState._SPIntensity, normalized)); targetMat.SetFloat("_SPTransition", Mathf.Lerp(_SPTransition, shaderProperty_SpecialState._SPTransition, normalized)); targetMat.SetColor("_SPTransitionColor", Color.Lerp(_SPTransitionColor, shaderProperty_SpecialState._SPTransitionColor, normalized)); targetMat.SetColor("_SPOutlineColor", Color.Lerp(_SPOutlineColor, shaderProperty_SpecialState._SPOutlineColor, normalized)); targetMat.SetFloat("_SPTransitionEmissionScaler", Mathf.Lerp(_SPTransitionEmissionScaler, shaderProperty_SpecialState._SPTransitionEmissionScaler, normalized)); targetMat.SetFloat("_SPTransitionBloomFactor", Mathf.Lerp(_SPTransitionBloomFactor, shaderProperty_SpecialState._SPTransitionBloomFactor, normalized)); } } }