# Color

> The color of the vertex, using the Color or Color32 format.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.7/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
Color = 3
```

### Remarks

This attribute is optional. You can use it for shading, tinting, gradients, or other custom effects in your materials.

Colors are commonly represented using the [Color32](/engine/6000.7/script-reference/unityengine/color32.md) format, which consists of four 8-bit unsigned integer values (red, green, blue, and alpha), resulting in 4 bytes per vertex. If more precision is needed, you can use the [Color](/engine/6000.7/script-reference/unityengine/color.md) format, which represents each channel with a 32-bit floating-point value, resulting in 16 bytes per vertex.

This attribute corresponds to the `COLOR` semantic in the HLSL shading language.

You can access vertex colors using methods such as [Mesh.GetColors](/engine/6000.7/script-reference/unityengine/mesh/getcolors.md) and [Mesh.SetColors](/engine/6000.7/script-reference/unityengine/mesh/setcolors.md).

For more information, refer to [mesh vertex data](/engine/6000.7/manual/assets-and-media/asset-types/mesh/get-started-with-meshes/anatomyofa/vertex-data.md).
