# Smoothstep Menu Path : **Operator > Math > Arithmetic > Smoothstep** The **Smoothstep** Operator calculates the linear interpolation of a value between two border values with smoothing at the limits. This Operator returns a value between **X** and **Y**. Where this value is between **X** and **Y** depends on the value of **S**: - If **S** is less than 1, the result is **Y**. - If **S** is less than 0 the result is **X.** - If **S** is between 0 and 1 then the result is a smooth transition between **X** and **Y**. - - The result = (Y - X) * ( 3S2 - 2S3 ) + **X** This Operator accepts 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. **S** changes to be the same type as **X** and **Y**. ![](Images/Operator-SmoothstepDiagram.png) ## 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 interpolation. An input of either float type or the same type as **X**. | | **Output** | **Type** | **Description** | | ---------- | ----------- | ------------------------------------------------------------ | | **Out** | Output Port | The linear interpolation of **S** between **X** and **Y** with smoothing at the limits.
The **Type** changes to match the type of **X** and **Y**. | ## Operator configuration To view the **Smoothstep** Operator’s configuration, click the **cog** icon in the Operator’s header. **X** and **Y** must be the same type among [Available Types](#available-types). If **S** is a vector type, Unity calculates the interpolation value by value. ### Available types You can use the following types for your **input** ports: - **float** - **Vector** - **Vector2** - **Vector3** - **Vector4** - **Position** - **Direction**