# ColorField

> Makes a field for selecting a Color.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.3/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

## ColorField(Rect, Color)

Makes a field for selecting a [Color](/engine/6000.3/script-reference/unityengine/color.md).

```csharp
public static Color ColorField(Rect position, Color value)
```

### Parameters

**** (\[Rect]\(/engine/6000.3/script-reference/unityengine/rect)): Rectangle on the screen to use for the field.**** (\[Color]\(/engine/6000.3/script-reference/unityengine/color)): The color to edit.

### Returns

| Type                                                          | Description                     |
| ------------------------------------------------------------- | ------------------------------- |
| [Color](/engine/6000.3/script-reference/unityengine/color.md) | The color selected by the user. |

### Remarks

![EditorGUIColorField (ColorField)](/api/media?file=/engine/6000.3/media/images/EditorGUIColorField.png)

*Color field in an Editor Window.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;

// Change The color of the selected Game Objects
class EditorGUIColorField : EditorWindow
{
    Color matColor  = Color.white;

    [MenuItem("Examples/Mass Color Change")]

    static void Init()
    {
        var window = GetWindow<EditorGUIColorField>();
        window.position = new Rect(0, 0, 170, 60);
        window.Show();
    }

    void OnGUI()
    {
        matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15),
            "New Color:",
            matColor);
        if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change!"))
        {
            ChangeColors();
        }
    }

    void ChangeColors()
    {
        if (Selection.activeGameObject)
        {
            foreach (GameObject obj in Selection.gameObjects)
            {
                Renderer rend = obj.GetComponent<Renderer>();

                if (rend != null)
                {
                    rend.sharedMaterial.color = matColor;
                }
            }
        }
    }
}
```

## ColorField(Rect, string, Color)

Makes a field for selecting a [Color](/engine/6000.3/script-reference/unityengine/color.md).

```csharp
public static Color ColorField(Rect position, string label, Color value)
```

### Parameters

**** (\[Rect]\(/engine/6000.3/script-reference/unityengine/rect)): Rectangle on the screen to use for the field.**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Optional label to display in front of the field.**** (\[Color]\(/engine/6000.3/script-reference/unityengine/color)): The color to edit.

### Returns

| Type                                                          | Description                     |
| ------------------------------------------------------------- | ------------------------------- |
| [Color](/engine/6000.3/script-reference/unityengine/color.md) | The color selected by the user. |

### Remarks

![EditorGUIColorField (ColorField)](/api/media?file=/engine/6000.3/media/images/EditorGUIColorField.png)

*Color field in an Editor Window.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;

// Change The color of the selected Game Objects
class EditorGUIColorField : EditorWindow
{
    Color matColor  = Color.white;

    [MenuItem("Examples/Mass Color Change")]

    static void Init()
    {
        var window = GetWindow<EditorGUIColorField>();
        window.position = new Rect(0, 0, 170, 60);
        window.Show();
    }

    void OnGUI()
    {
        matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15),
            "New Color:",
            matColor);
        if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change!"))
        {
            ChangeColors();
        }
    }

    void ChangeColors()
    {
        if (Selection.activeGameObject)
        {
            foreach (GameObject obj in Selection.gameObjects)
            {
                Renderer rend = obj.GetComponent<Renderer>();

                if (rend != null)
                {
                    rend.sharedMaterial.color = matColor;
                }
            }
        }
    }
}
```

## ColorField(Rect, GUIContent, Color)

Makes a field for selecting a [Color](/engine/6000.3/script-reference/unityengine/color.md).

```csharp
public static Color ColorField(Rect position, GUIContent label, Color value)
```

### Parameters

**** (\[Rect]\(/engine/6000.3/script-reference/unityengine/rect)): Rectangle on the screen to use for the field.**** (\[GUIContent]\(/engine/6000.3/script-reference/unityengine/guicontent)): Optional label to display in front of the field.**** (\[Color]\(/engine/6000.3/script-reference/unityengine/color)): The color to edit.

### Returns

| Type                                                          | Description                     |
| ------------------------------------------------------------- | ------------------------------- |
| [Color](/engine/6000.3/script-reference/unityengine/color.md) | The color selected by the user. |

### Remarks

![EditorGUIColorField (ColorField)](/api/media?file=/engine/6000.3/media/images/EditorGUIColorField.png)

*Color field in an Editor Window.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;

// Change The color of the selected Game Objects
class EditorGUIColorField : EditorWindow
{
    Color matColor  = Color.white;

    [MenuItem("Examples/Mass Color Change")]

    static void Init()
    {
        var window = GetWindow<EditorGUIColorField>();
        window.position = new Rect(0, 0, 170, 60);
        window.Show();
    }

    void OnGUI()
    {
        matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15),
            "New Color:",
            matColor);
        if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change!"))
        {
            ChangeColors();
        }
    }

    void ChangeColors()
    {
        if (Selection.activeGameObject)
        {
            foreach (GameObject obj in Selection.gameObjects)
            {
                Renderer rend = obj.GetComponent<Renderer>();

                if (rend != null)
                {
                    rend.sharedMaterial.color = matColor;
                }
            }
        }
    }
}
```

## ColorField(Rect, GUIContent, Color, bool, bool, bool, ColorPickerHDRConfig)

Makes a field for selecting a [Color](/engine/6000.3/script-reference/unityengine/color.md).

> **Warning:**
>
> **Deprecated.** Use EditorGUI.ColorField(Rect position, GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr)

```csharp
public static Color ColorField(Rect position, GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, ColorPickerHDRConfig hdrConfig)
```

### Parameters

**** (\[Rect]\(/engine/6000.3/script-reference/unityengine/rect)): Rectangle on the screen to use for the field.**** (\[GUIContent]\(/engine/6000.3/script-reference/unityengine/guicontent)): Optional label to display in front of the field.**** (\[Color]\(/engine/6000.3/script-reference/unityengine/color)): The color to edit.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): If true, the color picker should show the eyedropper control. If false, don't show it.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): If true, allow the user to set an alpha value for the color. If false, hide the alpha component.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): If true, treat the color as an HDR value. If false, treat it as a standard LDR value.**** (\[ColorPickerHDRConfig]\(/engine/6000.3/script-reference/unityeditor/colorpickerhdrconfig)):&#x20;

### Returns

| Type                                                          | Description                     |
| ------------------------------------------------------------- | ------------------------------- |
| [Color](/engine/6000.3/script-reference/unityengine/color.md) | The color selected by the user. |

### Remarks

![EditorGUIColorField (ColorField)](/api/media?file=/engine/6000.3/media/images/EditorGUIColorField.png)

*Color field in an Editor Window.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;

// Change The color of the selected Game Objects
class EditorGUIColorField : EditorWindow
{
    Color matColor  = Color.white;

    [MenuItem("Examples/Mass Color Change")]

    static void Init()
    {
        var window = GetWindow<EditorGUIColorField>();
        window.position = new Rect(0, 0, 170, 60);
        window.Show();
    }

    void OnGUI()
    {
        matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15),
            "New Color:",
            matColor);
        if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change!"))
        {
            ChangeColors();
        }
    }

    void ChangeColors()
    {
        if (Selection.activeGameObject)
        {
            foreach (GameObject obj in Selection.gameObjects)
            {
                Renderer rend = obj.GetComponent<Renderer>();

                if (rend != null)
                {
                    rend.sharedMaterial.color = matColor;
                }
            }
        }
    }
}
```

## ColorField(Rect, GUIContent, Color, bool, bool, bool)

Makes a field for selecting a [Color](/engine/6000.3/script-reference/unityengine/color.md).

```csharp
public static Color ColorField(Rect position, GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr)
```

### Parameters

**** (\[Rect]\(/engine/6000.3/script-reference/unityengine/rect)): Rectangle on the screen to use for the field.**** (\[GUIContent]\(/engine/6000.3/script-reference/unityengine/guicontent)): Optional label to display in front of the field.**** (\[Color]\(/engine/6000.3/script-reference/unityengine/color)): The color to edit.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): If true, the color picker should show the eyedropper control. If false, don't show it.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): If true, allow the user to set an alpha value for the color. If false, hide the alpha component.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): If true, treat the color as an HDR value. If false, treat it as a standard LDR value.

### Returns

| Type                                                          | Description                     |
| ------------------------------------------------------------- | ------------------------------- |
| [Color](/engine/6000.3/script-reference/unityengine/color.md) | The color selected by the user. |

### Remarks

![EditorGUIColorField (ColorField)](/api/media?file=/engine/6000.3/media/images/EditorGUIColorField.png)

*Color field in an Editor Window.*

### Examples

```csharp
using UnityEngine;
using UnityEditor;

// Change The color of the selected Game Objects
class EditorGUIColorField : EditorWindow
{
    Color matColor  = Color.white;

    [MenuItem("Examples/Mass Color Change")]

    static void Init()
    {
        var window = GetWindow<EditorGUIColorField>();
        window.position = new Rect(0, 0, 170, 60);
        window.Show();
    }

    void OnGUI()
    {
        matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15),
            "New Color:",
            matColor);
        if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change!"))
        {
            ChangeColors();
        }
    }

    void ChangeColors()
    {
        if (Selection.activeGameObject)
        {
            foreach (GameObject obj in Selection.gameObjects)
            {
                Renderer rend = obj.GetComponent<Renderer>();

                if (rend != null)
                {
                    rend.sharedMaterial.color = matColor;
                }
            }
        }
    }
}
```
