// deg public static float AngleSmoothstep(float angle1, float angle2, float amount) { amount = amount * amount * (3f - 2f * amount); return(angle1 + FlaiMath.ShortestAngleDistanceDeg(angle1, angle2) * amount); }
// deg public static float AngleLerp(float angle1, float angle2, float amount) { return(angle1 + FlaiMath.ShortestAngleDistanceDeg(angle1, angle2) * amount); }