Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Material.SetColor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function SetColor(name: string, value: Color): void;
public void SetColor(string name, Color value);
public function SetColor(nameID: int, value: Color): void;
public void SetColor(int nameID, Color value);

Parameters

nameID Property name ID, use Shader.PropertyToID to get it.
name Property name, e.g. "_Color".
value Color value to set.

Description

Sets a named color value.

Many shaders use more than one color. Use SetColor to change the color (identified by shader property name, or unique property name ID).

When setting color values on materials using the Standard Shader, you should be aware that you may need to use EnableKeyword to enable features of the shader that were not previously in use. For more detail, read Accessing Materials via Script.

Common color names used by Unity's builtin shaders:
"_Color" is the main color of a material. This can also be accessed via color property.
"_EmissionColor" is the emissive color of a material.

See Also: color, GetColor, Shader.PropertyToID, Properties in Shader Programs.

function Start () {
    var rend = GetComponent.<Renderer>();

// Set specular shader rend.material.shader = Shader.Find ("Specular");

// Set red specular highlights rend.material.SetColor ("_SpecColor", Color.red); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Renderer rend = GetComponent<Renderer>(); rend.material.shader = Shader.Find("Specular"); rend.material.SetColor("_SpecColor", Color.red); } }