A quick guide to Lerp~✨

Lerp is used to blend between two things!

It has three inputs: ( a, b, t )
a = start value
b = end value
t = how far we should go from start to end, as a percentage

Here it is in action!⚡blending a value, position, color and an angle!
If you're using Unity - make sure you use the Lerp appropriate for your use-case!

Mahtf.Lerp - values
Mathf.LerpAngle - angles
Color.Lerp - colors
Vector#.Lerp - positions
Vector#.Slerp - directions
Quaternion.Slerp - rotations

#unitytips
here's how to lerp mathematically!

a(1-t) + bt
weighted sum interpretation, where both contribute a total of 1, trading off influence

a + t(b-a)
this one originates from a, moving toward b by adding the displacement scaled by t

oh, and, these two are mathematically equivalent!
Lerp is also central to one of the ways we can construct Béziér curves!

here's a long thread on my love for Béziér curves, if you're interested💖

For those of you who already know how lerp works and are upset that I used a non-linear input value for t and mistakenly think that the L in lerp refers to linear input data - here's the version for you~
[villain voice] I'll use whatever t value I want, linear or otherwise! Just you try and stop me, you fools!
also, since people asked for it, lerp vs slerp!

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