Files
BH3/Assets/Scripts/Assembly-CSharp/MoleMole/ShaderProperty_SpecialState.cs
2025-08-13 09:26:42 +08:00

34 lines
1.5 KiB
C#

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));
}
}
}