using UnityEngine; namespace AllIn13DShader { public static class DemoUtils { public static float EaseOutBack(float progress) { const float overshootBase = 2.7f; float overshootModifier = overshootBase + 1f; float res = 1f + overshootModifier * Mathf.Pow(progress - 1f, 3f) + overshootBase * Mathf.Pow(progress - 1f, 2f); return res; } public static void SetMaterialTransparent(Material mat) { mat.renderQueue = 3000; mat.SetFloat("_BlendSrc", (float)UnityEngine.Rendering.BlendMode.SrcAlpha); mat.SetFloat("_BlendDst", (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); } public static void SetMaterialOpaque(Material mat) { mat.renderQueue = 2000; mat.SetFloat("_BlendSrc", (float)UnityEngine.Rendering.BlendMode.One); mat.SetFloat("_BlendDst", (float)UnityEngine.Rendering.BlendMode.Zero); } } }