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ClosenameID | Property name ID, use Shader.PropertyToID to get it. |
name | Property name, e.g. "_Color". |
value | Color value to set. |
Sets a 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.
For example, the pre-built shaders in the Built-in Render Pipeline have the following color names:
"_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.
//Attach this script to any GameObject in your scene to spawn a cube and change the material color using UnityEngine;
public class Example : MonoBehaviour { void Start() { // Create a new cube primitive to set the color on GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
// Get the Renderer component from the new cube var cubeRenderer = cube.GetComponent<Renderer>();
// Call SetColor using the shader property name "_Color" and setting the color to red cubeRenderer.material.SetColor("_Color", Color.red); } }
//Attach this script to any GameObject in your scene to spawn a cube and change the material color to a custom color using UnityEngine;
public class Example : MonoBehaviour { void Start() { // Create a new cube primitive to set the color on GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
// Get the Renderer component from the new cube var cubeRenderer = cube.GetComponent<Renderer>();
// Create a new RGBA color using the Color constructor and store it in a variable Color customColor = new Color(0.4f, 0.9f, 0.7f, 1.0f);
// Call SetColor using the shader property name "_Color" and setting the color to the custom color you created cubeRenderer.material.SetColor("_Color", customColor); } }