public Color[] colors ;




For performance reasons, consider using colors32 instead. This will avoid byte-to-float conversions in colors, and use less temporary memory.

// Sets the vertex color to be red at the y=0 and green at y=1.
// (Note that most built-in Shaders don't display vertex colors. Use one that does, such as 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(,, vertices[i].y);

// assign the array of colors to the Mesh. mesh.colors = colors; } }