API

Function LerpTexturesAsync

  • Linearly interpolate between two texture operands: result = mix(a, b, t).

    Each operand can be a texture, a constant factor, or a texture scaled by a factor. The t operand controls the blend weight per texel, per channel — a value of 0 returns a, a value of 1 returns b. Use a grayscale texture or a scalar Color4(v, v, v, v) for uniform blending across all channels.

    If all three operands are constant (no textures), the interpolation is performed on the CPU and the result is returned as a factor-only operand with no texture allocated.

    When operands are results of previous operations (i.e. they carry a dispose function), their intermediate textures are automatically released after the GPU pass completes.

    Parameters

    • name: string

      Name for the resulting procedural texture (used only when a GPU pass is needed)

    • a: ITextureProcessOperand

      Start value operand (returned when t = 0)

    • b: ITextureProcessOperand

      End value operand (returned when t = 1)

    • t: ITextureProcessOperand

      Blend weight operand. Each channel independently controls the blend for the corresponding output channel.

    • scene: Scene

      Scene to create the texture in (used only when a GPU pass is needed)

    • OptionaloutputColorSpace: TextureColorSpace

      Optional output color space. When TextureColorSpace.SRGB, the linear result is converted to sRGB (IEC 61966-2-1) before being written. Defaults to TextureColorSpace.Linear.

    • OptionaloutputChannelMask: ChannelMask

      Optional bitmask of channels to write. Excluded color channels are set to 0.0; excluded alpha is set to 1.0. Defaults to ChannelMask.RGBA (all channels written).

    • OptionaloutputOptions: ITextureProcessorOutputOptions

      Optional render-target type, sampling, and mipmap settings.

    Returns Promise<ITextureProcessOperand>

    An operand whose texture holds the GPU result, or whose factor holds the CPU-folded constant