Adding vertex lighting

How do I add vertex lighting to this shader?
I only use 1 directional light.

Shader "Custom/1 directional light test" {
Properties {
	_MainTex ("Base1 (RGB)", 2D) = "white" {}

}

SubShader {

	Tags {  "IgnoreProjector"="True" "RenderType"="Opaque" "LightMode"="ForwardBase" }
	Cull Back Lighting On ZWrite On Fog { Color (0,0,0,0) }

	CGINCLUDE
	#include "UnityCG.cginc"
	#include "Lighting.cginc"
	#include "AutoLight.cginc"
	
	sampler2D _MainTex;
	float4 _MainTex_ST;
	
	
	struct v2f {
		float4 pos : SV_POSITION;
		fixed4 col: COLOR;
		float4 uv : TEXCOORD0; 
		half3 normal; 
	
	};

	
	v2f vert (appdata_full v)
	{
		v2f o;
		o.pos= mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex);
		o.col	= v.color;
		
		return o;
	}
	ENDCG


			Pass {
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma fragmentoption ARB_precision_hint_fastest		
		
				
				fixed4 frag (v2f i) : COLOR
				{
					half4 tex = tex2D (_MainTex, i.uv.xy); 
			
					return tex;
				}
				ENDCG 
			}
}
}

if you just have a forwardbase pass ,no forwardadd pass, all other brightest lights are in unity_LightPosX/Y/Z0 and unity_LightColor[ ], my test result is all they are point lights, good luck with you guy