Blend trees in Unity take input values like speed to decide how much to mix different animations. The process starts by reading the input parameter, then calculating blend weights for each animation based on that input. For example, if speed is 0.5 between walk (0.0) and run (1.0), the blend weights are equal, mixing both animations evenly. If the input goes beyond the max defined value, the blend tree clamps it to the max animation. This way, the output animation smoothly changes as input changes, creating natural transitions. The execution table shows step-by-step how input affects weights and output animation. Variables like speed and blendWeights update each step, guiding the final animation frame output.