Vertex colors of the mesh.
If no vertex colors are available an empty array will be returned.
// Sets the vertex color to be red at the y=0 and green at y=1. // (Note that most builtin shaders don't display vertex colors, you can // use eg. a particle shader to see vertex colors) function Start () { var mesh : Mesh = GetComponent(MeshFilter).mesh; var vertices : Vector3[] = mesh.vertices; var colors : Color[] = new Color[vertices.Length]; for (var i = 0; i < vertices.Length;i++) colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y); mesh.colors = colors; }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Color[] colors = new Color[vertices.Length]; int i = 0; while (i < vertices.Length) { colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y); i++; } mesh.colors = colors; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: mesh as Mesh = GetComponent[of MeshFilter]().mesh vertices as (Vector3) = mesh.vertices colors as (Color) = array[of Color](vertices.Length) i as int = 0 while i < vertices.Length: colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y) i++ mesh.colors = colors
For performance reasons, consider using colors32 instead. This will avoid byte-to-float conversions in colors, as well as use less temporary memory.