Vertex colors of the Mesh.
If no vertex colors are available, an empty array will be returned.
#pragma strict // Sets the vertex color to be red at the y=0 and green at y=1. // (Note that most built-in Shaders don't display vertex colors. Use one that does, such as a Particle Shader, to see vertex colors) function Start() { var mesh: Mesh = GetComponent.<MeshFilter>().mesh; var vertices: Vector3[] = mesh.vertices; // create new colors array where the colors will be created. var colors: Color[] = new Color[vertices.Length]; for (var i: int = 0; i < vertices.Length; i++) colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y); // assign the array of colors to the Mesh. mesh.colors = colors; }
// Sets the vertex color to be red at the y=0 and green at y=1. // (Note that most built-in Shaders don't display vertex colors. Use one that does, such as a Particle Shader, to see vertex colors)
using UnityEngine;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices;
// create new colors array where the colors will be created. Color[] colors = new Color[vertices.Length];
for (int i = 0; i < vertices.Length; i++) colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y);
// assign the array of colors to the Mesh. mesh.colors = colors; } }
For performance reasons, consider using colors32 instead. This will avoid byte-to-float conversions in colors, and use less temporary memory.