public void LerpUnclamped() { for (int i = 0; i < count; i++) { float ax, ay, az, aw; float bx, by, bz, bw; float p = UnityEngine.Random.Range(-2F, 2F); ax = UnityEngine.Random.Range(-10F, 10F); ay = UnityEngine.Random.Range(-10F, 10F); az = UnityEngine.Random.Range(-10F, 10F); aw = UnityEngine.Random.Range(-10F, 10F); bx = UnityEngine.Random.Range(-10F, 10F); by = UnityEngine.Random.Range(-10F, 10F); bz = UnityEngine.Random.Range(-10F, 10F); bw = UnityEngine.Random.Range(-10F, 10F); Vector4 a = new Vector4(ax, ay, az, aw); Vector4 b = new Vector4(bx, by, bz, bw); Vector4d ad = new Vector4d(ax, ay, az, aw); Vector4d bd = new Vector4d(bx, by, bz, bw); Vector4 value = Vector4.LerpUnclamped(a, b, p); Vector4d valued = Vector4d.LerpUnclamped(ad, bd, p); Assert.True(Approximate(value, valued)); } }