Vertex colors of the mesh.
If no vertex colors are available an empty array will be returned.
// 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.