How do I alternate the colors of my Chessboard?

Okay, so I’ve managed to make my script generate a set of tiles, 8x8, as in a chessboard, but the problem is that I don’t know how to alternate the colors, i.e my sprites that I have set up, on my tiles. I’ve tried making an int that changes and where the tiles get generated I put some if-statements but that didn’t work, the pieces just turned black. I don’t know how to make the colors alternate and I couldn’t find anything helpful on google either. So it’d be great if you could explain to me what I need to do, and please don’t post something that says that I have to do something advanced.

Anyways, here’s my script so far:

using UnityEngine;
using System.Collections;

public class Board : MonoBehaviour 
{

	public Sprite wT;
	public Sprite bT;
	public GameObject emptyTile;

	public int[] whiteTileNums;

	void Start ()
	{

		whiteTileNums = new int[4];
		whiteTileNums[0] = 2;
		whiteTileNums[1] = 4;
		whiteTileNums[2] = 6;
		whiteTileNums[3] = 8;


		for(float x = 0; x < 8; x++)
		{

			for(float y = 0; y < 8; y++)
			{

				
				Vector2 newTilePos = new Vector2(x - 3.6f, -y + 3);
				
				GameObject newTile = (GameObject)Instantiate(emptyTile, new Vector3(newTilePos.x, newTilePos.y, 0), Quaternion.identity);
			
				newTile.GetComponent<SpriteRenderer>().sprite = wT;

			}

		}

	}

}

If (x+y) is an even number, use the other tile, if not use the other.

if ((x+y) % 2 == 0)
    newTile.GetComponent<SpriteRenderer>().sprite = wT;
else 
    newTile.GetComponent<SpriteRenderer>().sprite = bT;

//in case if it helps

using UnityEngine;
using System.Collections;

public class Board : MonoBehaviour
{

 public Sprite wT;
 public Sprite bT;
 public GameObject emptyTile;

public int counter = 0 ;

 public int[] whiteTileNums;

 void Start ()
 {

     whiteTileNums = new int[4];
     whiteTileNums[0] = 2;
     whiteTileNums[1] = 4;
     whiteTileNums[2] = 6;
     whiteTileNums[3] = 8;



     for(float x = 0; x < 8; x++)
     {

         for(float y = 0; y < 8; y++)
         {

             
             Vector2 newTilePos = new Vector2(x - 3.6f, -y + 3);

if(counter % 2 == 0 )
{
//call for white/black
}else
{
// call for the white/black
}
counter++;

             GameObject newTile = (GameObject)Instantiate(emptyTile, new Vector3(newTilePos.x, newTilePos.y, 0), Quaternion.identity);
         
             newTile.GetComponent<SpriteRenderer>().sprite = wT;

         }

     }

 }

}