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Mesh.colors

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public var colors: Color[];
public Color[] colors;

Description

Vertex colors of the mesh.

If no vertex colors are available an empty array will be returned.

#pragma strict
// 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;
	// create new colors array where the colors will be created.
	var colors: Color[] = new Color[vertices.Length];
	for (var i: int = 0; i < vertices.Length; i++)
		colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y);
	// assign the array of colors to the Mesh.
	mesh.colors = colors;
}
// 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)

using UnityEngine;

public class ExampleClass : MonoBehaviour {

void Start () { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices;

// create new colors array where the colors will be created. Color[] colors = new Color[vertices.Length];

for (int i = 0; i < vertices.Length; i++) colors[i] = Color.Lerp(Color.red, Color.green, vertices[i].y);

// assign the array of colors to the Mesh. 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.