Shader Story
August 1, 2025 · View on GitHub
Common HLSL Functions: Lerp
lerp(a, b, t) returns the linear interpolation between values a and b, using t (0–1) as the blend factor. It's foundational in shaders for blending, animation, transitions, gradients, and cross-fading effects.
float3 result = lerp(colorA, colorB, blendFactor); // Linear interpolation
Visual demo
This shader demonstrates a color blend using lerp() across the horizontal UV (x) axis.
URP Shader Code
Shader "DecompiledArt/CommonFunctions/Lerp/Lerp"
{
Properties
{
_Tint_01("Tint_01", Color) = (1.0, 0.0, 0.0, 1.0)
_Tint_02("Tint_02", Color) = (0.0, 0.0, 1.0, 1.0)
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
half2 uvs: TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
half2 uvs: TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _Tint_01;
half4 _Tint_02;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvs = IN.uvs;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return half4(lerp(_Tint_01.xyz, _Tint_02.xyz, IN.uvs.x), 1.0);
}
ENDHLSL
}
}
}
URP Shader graph
🔗 Related Functions
Step • Remap • Smoothstep • Exp • Abs
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