# Inverse Lerp Menu Path : **Operator > Math > Arithmetic > Inverse Lerp** The **Inverse Lerp** Operator calculates a fraction which represents how far through a value is between two border values. Whereas the [Lerp Operator](Operator-Lerp.md) takes a fraction and outputs a blend between the two values, this Operator takes a blended value and outputs the fraction. For example, if **a** and **b** are the two border values, **t** is the fraction, and **value** is the blend between **a** and **b**: * Lerp (**a**, **b**, **t**) = **value**. * Inverse Lerp (**a**, **b**, **value**) = **t**. This Operator accepts a number of input values of various types. For the list of types this Operator can use, see [Available Types](#available-types). The **X** and **Y** input are always of the same type. The **S** input is either a float or a vector of the same size as **X** and **Y**. ## Operator properties | **Input** | **Type** | **Description** | | --------- | --------------------------------------- | -------------------------------------- | | **X** | [Configurable](#operator-configuration) | The value to interpolate from. | | **Y** | [Configurable](#operator-configuration) | The value to interpolate to. | | **S** | [Configurable](#operator-configuration) | A value for the inverse interpolation. | | **Output** | **Type** | **Description** | | ---------- | --------- | ------------------------------------------------------------ | | **Out** | Dependent | The inverse of the linear interpolation of **S** between **X** and **Y**.
The **Type** changes to match the type of **X** and **Y**. | ## Operator configuration To view the Operator’s configuration, click the **cog** icon in the Operator’s header. **X** and **Y** must be of the same type among [Available Types](#available-types). **S** is either a float or the same type as **X** and **Y**. If **S** is a vector type Unity calculates the interpolation value by value. If S is between X and Y then the result is between 0 and 1. ### Available types You can use the following types for your **input** ports: - **float** - **Vector** - **Vector2** - **Vector3** - **Vector4** - **Position** - **Direction**