TextArea/Field - Individual Character's foreground and background color.

Hello everyone, I might be missing this in the docs, if so point me at it please.

I would like to find out if it is possible to change the individual foreground and background colors on a per character basis within a TextArea/TextField.

I know that you can change the whole thing with a GUIStyle but I can't seem to find (if it is possible) how to change the individual colors.

thanks.

Update: I added an image as an example of the output that I would need to achieve.

screen shot of a telnet client with parsed ansi color escape sequences, including background colors.

using UnityEngine;
using System.Collections;

public class MulticolorTextArea : MonoBehaviour 
{
    public string stringToEdit = "Hello World

I’ve got 2 lines…";

    void OnGUI() 
	{
		//backup color 
		Color backupColor = GUI.color;
		Color backupContentColor = GUI.contentColor;
		Color backupBackgroundColor = GUI.backgroundColor;
		
		//add textarea with transparent text
		GUI.contentColor = new Color(1f, 1f, 1f, 0f);
		GUIStyle style = new GUIStyle(GUI.skin.textArea);
		Rect bounds = new Rect(10, 20, Screen.width - 10, Screen.height - 20);
		stringToEdit = GUI.TextArea(bounds, stringToEdit);
		
		//get the texteditor of the textarea to control selection
		int controlID = GUIUtility.GetControlID(bounds.GetHashCode(), FocusType.Keyboard);	
		TextEditor editor = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), controlID -1);
		
		//set background of all textfield transparent
		GUI.backgroundColor = new Color(1f, 1f, 1f, 0f);	
		
		//backup selection to remake it after process
		int backupPos = editor.pos;
		int backupSelPos = editor.selectPos;
		
		//get last position in text
		editor.MoveTextEnd();
		int endpos = editor.pos;
		
		Random.seed = 123;
		
		//draw textfield with color on top of text area
		editor.MoveTextStart();		
		while (editor.pos != endpos)
		{
			editor.SelectToStartOfNextWord();
			string wordtext = editor.SelectedText;	
	
			//set word color
			GUI.contentColor = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
			
			//draw each word with a random color
			Vector2 pixelselpos = style.GetCursorPixelPosition(editor.position, editor.content, editor.selectPos);
			Vector2 pixelpos = style.GetCursorPixelPosition(editor.position, editor.content, editor.pos);
			GUI.TextField(new Rect(pixelselpos.x - style.border.left, pixelselpos.y - style.border.top, pixelpos.x, pixelpos.y), wordtext);
		
			editor.MoveToStartOfNextWord();
		}
		
		//Reposition selection
		Vector2 bkpixelselpos = style.GetCursorPixelPosition(editor.position, editor.content, backupSelPos);	
		editor.MoveCursorToPosition(bkpixelselpos);	
			
		//Remake selection
		Vector2 bkpixelpos = style.GetCursorPixelPosition(editor.position, editor.content, backupPos);	
		editor.SelectToPosition(bkpixelpos);	

		//Reset color
		GUI.color = backupColor;
		GUI.contentColor = backupContentColor;
		GUI.backgroundColor = backupBackgroundColor;
    }
}

http://forum.unity3d.com/threads/9549-FancyLabel-Multicolor-and-Multifont-label