> For the complete documentation index, see [llms.txt](https://docs.sparkframework.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sparkframework.dev/documentation/user-guide/plugins/customization/colors.md).

# Colors

Customization colors modify material properties on the character — such as hair color, skin tone, or eye color.

## Creating a Color Entry

Open the Spark Editor, go to **Character Customization > Colors** and click **Create New**.

Each color entry defines:

| Field                  | Description                                                                                               |
| ---------------------- | --------------------------------------------------------------------------------------------------------- |
| Display Name           | Color option name shown in the customization UI (e.g., "Hair Color", "Skin Tone", "Eye Color").           |
| Category               | The customization category this color belongs to.                                                         |
| Material Property Name | The shader property to modify on the character's material (e.g., "\_BaseColor", "\_HairTint").            |
| Available Colors       | List of color options the player can choose from. Each option has a **Color Name** and a **Color** value. |
| Sort Order             | Display order within the category.                                                                        |

## How Colors Work

Colors modify material properties on specific renderers. In the **CharacterCustomizationEntity** component, each color entry is paired with a list of target renderers on the character model. When the player selects a color, the specified material property is updated on all target renderers.

For example, a "Hair Color" entry with material property "\_HairTint" and available colors like "Black", "Brown", "Blonde", and "Red" would let the player change their character's hair color by modifying the \_HairTint property on the hair mesh renderer.


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