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(); } }