struct in UnityEngine切换到手册
Representation of RGBA colors.
This structure is used throughout Unity to pass colors around.
Each color component is a floating point value with a range from 0 to 1.
Components (r,g,b) define a color in RGB color space. Alpha component (a) defines transparency - alpha of one is completely opaque, alpha of zero is completely transparent.
|black||Solid black. RGBA is (0, 0, 0, 1).|
|blue||Solid blue. RGBA is (0, 0, 1, 1).|
|clear||Completely transparent. RGBA is (0, 0, 0, 0).|
|cyan||Cyan. RGBA is (0, 1, 1, 1).|
|gray||Gray. RGBA is (0.5, 0.5, 0.5, 1).|
|green||Solid green. RGBA is (0, 1, 0, 1).|
|grey||English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).|
|magenta||Magenta. RGBA is (1, 0, 1, 1).|
|red||Solid red. RGBA is (1, 0, 0, 1).|
|white||Solid white. RGBA is (1, 1, 1, 1).|
|yellow||Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!|
|a||Alpha component of the color (0 is transparent, 1 is opaque).|
|gamma||A version of the color that has had the gamma curve applied.|
|grayscale||The grayscale value of the color. (Read Only)|
|linear||A linear value of an sRGB color.|
|maxColorComponent||Returns the maximum color component value: Max(r,g,b).|
|this[int]||Access the r, g, b,a components using , , ,  respectively.|
|Color||Constructs a new Color with given r,g,b,a components.|
|HSVToRGB||Creates an RGB colour from HSV input.|
|Lerp||在颜色 a 与 b 之间按 t 进行线性插值。|
|LerpUnclamped||在颜色 a 与 b 之间按 t 进行线性插值。|
|RGBToHSV||Calculates the hue, saturation and value of an RGB input color.|
|Color||Colors can be implicitly converted to and from Vector4.|
|operator -||Subtracts color b from color a. Each component is subtracted separately.|
|operator *||Multiplies two colors together. Each component is multiplied separately.|
|operator /||Divides color a by the float b. Each color component is scaled separately.|
|operator +||Adds two colors together. Each component is added separately.|
|Vector4||Colors can be implicitly converted to and from Vector4.|