float duration = 5; // This will be your time in seconds.float smoothness = 0.02f; // This will determine the smoothness of the lerp. Smaller values are smoother. Really it's the time between updates.Color currentColor = Color.white; // This is the state of the color in the current interpolation.void Start(){StartCoroutine("LerpColor");}IEnumerator LerpColor(){float progress = 0; //This float will serve as the 3rd parameter of the lerp function.float increment = smoothness/duration; //The amount of change to apply.while(progress < 1){currentColor = Color.Lerp(Color.red, Color.blue, progress);progress += increment;yield return new WaitForSeconds(smoothness);}return true;}
출처
http://answers.unity3d.com/questions/328891/controlling-duration-of-colorlerp-in-seconds.html
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