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GL.Color

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public static function Color(c: Color): void;
public static void Color(Color c);
public static def Color(c as Color) as void

Description

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();
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public mat as Material

	def OnPostRender() as void:
		if not 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()