Mathf.Lerp
float result1 = Mathf.Lerp (3f, 5f, 0.5f);
Debug.Log(result1);
Vector3.Lerp

Vector3 from = new Vector3 (1f, 2f, 3f);
Vector3 to = new Vector3 (5f, 6f, 7f);
Instantiate(cubePrefab, from, Quaternion.identity);
Instantiate(cubePrefab, to, Quaternion.identity);
Vector3 result2 = Vector3.Lerp (from, to, 0.75f);
Instantiate(cubePrefab, result2, Quaternion.identity);
Debug.Log(result2);
Lerp、SmoothDamp

public Light light;
public GameObject capsule;
private void Update()
{
light.intensity = Mathf.Lerp(light.intensity, 100f, 0.5f);
light.intensity = Mathf.Lerp(light.intensity, 100f, 0.5f * Time.deltaTime);
capsule.transform.position = Vector3.Lerp(capsule.transform.position, new Vector3(5f, 6f, 7f), 0.3f * Time.deltaTime);
Vector3 velocity = Vector3.zero;
capsule.transform.position = Vector3.SmoothDamp(capsule.transform.position, new Vector3(5f, 6f, 7f), ref velocity, 0.3f);
}