# useParticleColor

> Toggle whether the particle lights multiply their color by the particle color.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public bool useParticleColor { get; set; }
```

### Remarks

Remember to also set your light color to white, if you want the lights to have the exact same color as the particles.

### Examples

```csharp
using UnityEngine;
using System.Collections;

// For best results, use Deferred Rendering (see Camera settings)
[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public Light lightPrefab;     // Provide a light Prefab in the inspector
    public float hSliderValueR = 1.0f;
    public float hSliderValueG = 1.0f;
    public float hSliderValueB = 1.0f;
    public float hSliderValueA = 1.0f;
    public bool useParticleColor = true;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();
        ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);

        var shape = ps.shape;
        shape.shapeType = ParticleSystemShapeType.Circle;

        var lights = ps.lights;
        lights.enabled = true;
        lights.light = lightPrefab;
        lights.ratio = 1.0f;
        lights.maxLights = 1000;

        // plane to receive lights
        var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
        plane.transform.parent = ps.transform;
        plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);
        plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
        plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);

        var material = new Material(Shader.Find("Standard"));
        material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f);
        plane.GetComponent<MeshRenderer>().material = material;
    }

    void Update()
    {
        var lights = ps.lights;
        lights.useParticleColor = useParticleColor;

        var main = ps.main;
        main.startColor = new Color(hSliderValueR, hSliderValueG, hSliderValueB, hSliderValueA);
    }

    void OnGUI()
    {
        GUI.Label(new Rect(25, 40, 100, 30), "Red");
        GUI.Label(new Rect(25, 70, 100, 30), "Green");
        GUI.Label(new Rect(25, 100, 100, 30), "Blue");
        GUI.Label(new Rect(25, 130, 100, 30), "Alpha");

        hSliderValueR = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueR, 0.0f, 1.0f);
        hSliderValueG = GUI.HorizontalSlider(new Rect(95, 75, 100, 30), hSliderValueG, 0.0f, 1.0f);
        hSliderValueB = GUI.HorizontalSlider(new Rect(95, 105, 100, 30), hSliderValueB, 0.0f, 1.0f);
        hSliderValueA = GUI.HorizontalSlider(new Rect(95, 135, 100, 30), hSliderValueA, 0.0f, 1.0f);

        useParticleColor = GUI.Toggle(new Rect(25, 175, 200, 30), useParticleColor, "Use Particle Color for Light Color");
    }
}
```
