Version: 2021.1
LanguageEnglish
  • C#

Material.SetColorArray

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

Declaration

public void SetColorArray(string name, Color[] values);

Declaration

public void SetColorArray(int nameID, Color[] values);

Declaration

public void SetColorArray(string name, List<Color> values);

Declaration

public void SetColorArray(int nameID, List<Color> values);

Parameters

name Property name.
nameID Property name ID, use Shader.PropertyToID to get it.
values Array of values to set.

Description

Sets a color array property.

Sets a color array property on the material. If a color array property with the given name already exists, the old value is replaced.

It is just an alias to SetVectorArray, only colors are cast to vectors. No sRGB-linear conversion is done during the function call.

The array length can't be changed once it has been added to the block. If you subsequently try to set a longer array into the same property, the length will be capped to the original length and the extra items you tried to assign will be ignored. If you set a shorter array than the original length, your values will be assigned but the original values will remain for the array elements beyond the length of your new shorter array.

Array parameters are not exposed in the material inspector, nor serialized with the material asset. But they can be set and queried with SetFloatArray, SetColorArray, SetVectorArray, SetMatrixArray and the corresponding getters from scripts at runtime.

See Also: GetColorArray, SetVectorArray.