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Question by ItArth · Jan 14, 2020 at 09:39 PM · script.color change

Set another color of shader material color in a script?

I have a cloud shader and that shader have a white color, so i whant when i press a button my cloud shader color go slower to a another color that i put

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Answer by xibanya · Jan 14, 2020 at 09:59 PM

Try this

 using System;
 using UnityEngine;
 using System.Collections;
 
 public class ColorBlend
 {
      public Renderer r;
      public int materialIndex = 0;
      public string property = "_Color";
      [Space]
      [Header("Debug")]
      [SerializeField]
      private float debugTime = 5;
      [SerializeField]
      private Color debugColor = new Color(0, 1, 1);
      [SerializeField]
      private bool debugSet;
      
      private Coroutine blendRoutine;
      
      void Update()
      {
          if (debugSet)
          {
              debugSet = false;
              SetColor(debugColor, debugTime);
          }
      }
      public void SetColor(Color newColor, float duration)
      {
          if (blendRoutine != null) StopCoroutine(blendRoutine);
          blendRoutine = StartCoroutine(BlendRoutine(newColor, duration));
      }
      private IEnumerator BlendRoutine(Color endColor, float duration)
      {
          float elapsedTime = 0;
          Color startColor = r.materials[materialIndex].GetColor(property);
          while (elapsedTime < duration)
          {
                 Color newColor = Color.Lerp(startColor, endColor, Mathf.Clamp01(elapsedTime / duration));
                 r.materials[materialIndex].SetColor(property, newColor);
                 elapsedTime += Time.deltaTime;
                 yield return null;
          }
          blendRoutine = null;
      }
 }

The main important part is using Lerp over time, and this is a pattern you can use over and over for a bunch of different things. Color.Lerp, Mathf.Lerp, Vector3.Lerp, Quaternion.Slerp etc all take 3 arguments. The first two represent opposite ends of a blend, the third argument is where, in between the first and second item, the blend should be, represented as 0-1, with 0.5 meaning a completely even blend. So when we divide elapsed time by duration, since we won't let elapsed time ever get bigger than duration, that will always result in a number between 0 and 1, making it perfect for use in a Lerp.

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