SetUnitVertexColor
- Parameters
-
whichUnit unit
The unit to modify.
red integer
visibility of red channel (clamped to 0-255).
green integer
visibility of green channel (clamped to 0-255).
blue integer
visibility of blue channel (clamped to 0-255).
alpha integer
opacity (clamped to 0-255). A value of 255 is total opacity (fully visible). A value of 0 is total transparency; the model will be invisible, but you'll still see the shadow, HP bar etc.
- comment
Sets the unit's entire main model color to the color defined by (red, green, blue, alpha).
The vertex color changes how the model is rendered. For example, setting all r,g,b=0 will make the model entirely black; no colors will be visible (like Illidan's demon form).
To imagine the final result of changing vertex colors, it is helpful to think of individual RGB layers in a color image, if you disable the Red channel, only Green & Blue channels will be shown.
- note
Also changes the colors of attached custom special effects.
- bug
Tested 1.36.2 SD: If the unit has some secondary models/animations, these are not affected. E.g. the skulls surrounding Blood Mage are fully visible despite low alpha setting:
bloodmage = CreateUnit(Player(0), FourCC("Hblm"), 0,0, 0) SetUnitVertexColor(bloodmage, 255, 255, 255, 32)
- note
See: Similar to how
BlzSetSpecialEffectColor
works.- note
Not to be confused with
SetUnitColor
which changes a unit's player accent (tinting) color.- patch
1.00
- Source
- common.j
- return type
nothing
- Source code
native SetUnitVertexColor takes unit whichUnit, integer red, integer green, integer blue, integer alpha returns nothing