Mathf.PingPong float values

This appears like it would be easy but it is racking my brain. What I am trying to do is use the skybox blender shader to transition between two different skyboxes. This I have working correctly. I have the skyboxes successfully transition when the float blend goes from 0 to 1. But I am having trouble with getting the float to, after it completes this initial transition, to then lerp back from 1 to 0. Here is an example of the script:

public class DayNight : MonoBehaviour {

public float blend;
public Color daycolor = new Color (0.95f, 0.66f, 0.4f, 1.0f);
public Color32 nightcolor = new Color (0.13f, 0.26f, 0.44f, 1.0f);

	
void Start ()
	{
		RenderSettings.ambientLight = daycolor;
		
	}
	
void Update () 
	{
		
	
		blend = Mathf.Lerp(0, 1, Time.time*.05f);
	
		RenderSettings.skybox.SetFloat("_Blend", blend);
		
		RenderSettings.ambientLight = Color.Lerp (daycolor, nightcolor , Time.time*.05f);

			
		
		
}

}

How do you use, or can you use, Mathf.PingPong to ping pong between float values? All I ever see is it using a vector3.

Thanks

Mathf.PingPong only does float values. So your code might look like:

 blend = Mathf.PingPont(1.0f, Time.time*.05f);

Might also consider using Sin() for a smoother transition:

blend = (Mathf.Sin(Time.time * speed) + 1.0f) / 2.0f;

‘speed’ is a variable you define or a constant you insert.