Sets current vertex color.
In OpenGL this matches glColor4f(c.r,c.g,c.b,c.a); on other graphics APIs the same
functionality is emulated.
In order for per-vertex colors to work reliably across different hardware, you have to use
a shader that binds in the color channel. See BindChannels documentation.
This function can only be called between GL.Begin and GL.End functions.
// Draws a red line from the bottom right
// to the top left of the Screen
// And a yellow line from the bottom left
// to the top right of the Screen
var mat : Material;
function OnPostRender() {
if (!mat) {
Debug.LogError("Please Assign a material on the inspector");
return;
}
GL.PushMatrix();
mat.SetPass(0);
GL.LoadOrtho();
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex3(1,0,0);
GL.Vertex3(0,1,0);
GL.Color(Color.yellow);
GL.Vertex3(0,0,0);
GL.Vertex3(1,1,0);
GL.End();
GL.PopMatrix();
}
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Material mat; void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(0); GL.LoadOrtho(); GL.Begin(GL.LINES); GL.Color(Color.red); GL.Vertex3(1, 0, 0); GL.Vertex3(0, 1, 0); GL.Color(Color.yellow); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 1, 0); GL.End(); GL.PopMatrix(); } }
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