ScriptableMeshColorMapping
ceramic.scriptable.ScriptableMeshColorMapping (Class)
Scriptable wrapper for MeshColorMapping to expose mesh coloring modes to scripts.
This class provides constants that define how colors are applied to mesh geometry.
In scripts, this type is exposed as MeshColorMapping
(without the Scriptable prefix).
Color mapping determines how color values are distributed across a mesh's geometry, allowing for uniform coloring, per-triangle coloring, or per-vertex coloring.
Usage in Scripts
// Create a mesh with uniform color
var mesh = new Mesh();
mesh.colorMapping = MeshColorMapping.MESH;
mesh.color = Color.RED; // Entire mesh is red
// Use per-triangle coloring
mesh.colorMapping = MeshColorMapping.INDICES;
mesh.colors = [
Color.RED, // First triangle
Color.GREEN, // Second triangle
Color.BLUE // Third triangle
];
// Use per-vertex coloring for gradients
mesh.colorMapping = MeshColorMapping.VERTICES;
mesh.colors = [
Color.RED, // First vertex
Color.GREEN, // Second vertex
Color.BLUE, // Third vertex
Color.YELLOW // Fourth vertex
];
Mapping Modes
- MESH: Single color for the entire mesh (most efficient)
- INDICES: One color per triangle (3 vertices)
- VERTICES: One color per vertex (allows smooth gradients)
See: ceramic.MeshColorMapping The actual implementation, ceramic.Mesh For using color mapping with meshes
Static Members
MESH: Int
Map a single color to the whole mesh.
INDICES: Int
Map a color to each indice.
VERTICES: Int
Map a color to each vertex.