Since you didn't say what you wanted to change color to, I'll give a vague example with a color created on the method.
The point is to have a collection of the colors, and a duration in total (like on the example I'll provide) or a duration between each one (that's up to you).
I personally do not interpolate things on Update that I know I won't be constantly interpolating (Camera being an exception), so I use coroutines to handle that.
On this example I divide the duration given on inspector by the colors quantity, and then I Lerp the actual iterator color to the next iterator color, and the duration will be of the duration previously spliced. Here is the sample:
public class ColorLerping : MonoBehaviour
public Color sampleColor; /// Just for debugging purposes.
public float lerpDuration;
public Color colors;
private IEnumerator LerpColors()
if(colors.Length > 0)
/// Split the time between the color quantities.
float dividedDuration = lerpDuration / colors.Lenght;
for(int i = 0; i < colors.Length - 1; i++)
float t = 0.0f;
while(t < (1.0f + Mathf.Epsilon))
sampleColor = Color.Lerp(colors[i], colors[i + 1], t);
t += Time.deltaTime / dividedDuration;
yield return null;
// Since it is posible that t does not reach 1.0, force it at the end.
sampleColor = Color.Lerp(colors[i], colors[i + 1], 1.0f);
else yield return null; /// Do nothing if there are no colors.
Hope it helps.