Version: 2019.3
LanguageEnglish
  • C#

Color

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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Description

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.

Static Properties

blackSolid black. RGBA is (0, 0, 0, 1).
blueSolid blue. RGBA is (0, 0, 1, 1).
clearCompletely transparent. RGBA is (0, 0, 0, 0).
cyanCyan. RGBA is (0, 1, 1, 1).
grayGray. RGBA is (0.5, 0.5, 0.5, 1).
greenSolid green. RGBA is (0, 1, 0, 1).
greyEnglish spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).
magentaMagenta. RGBA is (1, 0, 1, 1).
redSolid red. RGBA is (1, 0, 0, 1).
whiteSolid white. RGBA is (1, 1, 1, 1).
yellowYellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!

Properties

aAlpha component of the color (0 is transparent, 1 is opaque).
bBlue component of the color.
gGreen component of the color.
gammaA version of the color that has had the gamma curve applied.
grayscaleThe grayscale value of the color. (Read Only)
linearA linear value of an sRGB color.
maxColorComponentReturns the maximum color component value: Max(r,g,b).
rRed component of the color.
this[int]Access the r, g, b,a components using [0], [1], [2], [3] respectively.

Constructors

ColorConstructs a new Color with given r,g,b,a components.

Public Methods

ToStringReturns a nicely formatted string of this color.

Static Methods

HSVToRGBCreates an RGB colour from HSV input.
LerpLinearly interpolates between colors a and b by t.
LerpUnclampedLinearly interpolates between colors a and b by t.
RGBToHSVCalculates the hue, saturation and value of an RGB input color.

Operators

ColorColors 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.
Vector4Colors can be implicitly converted to and from Vector4.