#Thread
1 messages · Page 1 of 1 (latest)
The issue is that the color is not being set properly
switch (StateMachine.GetUniverse())
{
//Clouds, Water, Fire
case Universe.Clouds:
if (nextUniverseIndex == 0)
{
//cloud to water
backgroundMaterial = materials[0];
StateMachine.SetUniverse(1);
particleMat.SetColor("_Color", waterColor);
}``` and script is basically this for different cases
Can you do a sanity check and plug the Color property directly to base color without fresnel or vertex color or anything, and then set the waterColor directly from the script to something distinctive like Color.green
Trying to fix a part when you don't know if something else is breaking it is very inefficient
Oh ok so i found what's not working.. And i literally dont understand why. Doing this particleMat.SetColor("_Color", new Color(132, 220, 207)); doesnt set the color, but doing this ``` particleMat.SetColor("_Color", Color.cyan);
Do you have any clue why? Why doesnt it work with my own Color
It does but Color values range from 0-1 on each channel
Anything above 1 goes into HDR intensities
So 100-200 values are just incredibly bright, and unless you have HDR bloom enabled will appear just white
Oh, i just didnt think the color would go into HDR because its set to default and not HDR
But I understand now, thank you so much..
That only affects the color picker in the inspector