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Interpolation

Smooth blending, easing, and soft min/max live under mathx.interpolation.*.

Smoothstep family

using static Unity.Mathematics.mathx;

float t = 0.5f;
float s = t.smoothstep();           // 0..1 input
float s2 = value.smoothstep(a, b);  // range remap + smooth Hermite
float s3 = t.smootherstep();        // quintic smoothstep

Easing

Penner-style easing functions are available as extension methods:

float x = t.easeInOutCubic();
float y = t.easeOutElastic();

See API: interpolation members for the full easing list.

Soft min / max

Blend between values without hard corners:

float d = t.smin(a, b);   // smooth minimum
float m = t.smax(a, b);   // smooth maximum

Variants (smin_exp, smin_polynomial, …) trade sharpness vs cost.