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:
See API: interpolation members for the full easing list.
Soft min / max¶
Blend between values without hard corners:
Variants (smin_exp, smin_polynomial, …) trade sharpness vs cost.
Related¶
- Fluent chains
- Fast math — approximations used in some smooth kernels