# Lerp Node
## Description
Returns the result of linearly interpolating between input **A** and input **B** by input **T**.
Unity calculates the output as:
A + T × (B − A)
The value of input **T** acts as a weight factor applied to the difference between **B** and **A**:
- When **T** is `0`, the output equals **A**.
- When **T** is `1`, the output equals **B**.
- When **T** is `0.5`, the output is the midpoint between **A** and **B**.
The Lerp node uses Dynamic Vector slots, so **A**, **B**, and **T** always resolve to the same component count, which matches the smallest connected vector (larger vectors truncate). Scalars promote to the resolved size by duplicating their value across components.
## Ports
| Name | Direction | Type | Description |
|:-----|:----------|:---------------|:------------|
| **A** | Input | Dynamic Vector | First input value |
| **B** | Input | Dynamic Vector | Second input value |
| **T** | Input | Dynamic Vector | Time value. Typical range: 0 to 1. Though you can use values outside of this range they may cause unpredictable results. |
| **Out** | Output | Dynamic Vector | Output value |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
```