Basic shader help for beginner

Hi! I want to be able to display a lot of simple objects in the scene (2000-5000) so I am in the need of a very fast shader. I searched the forums and found the most simplest vertex shader:

Shader "Vertex Colors" {
Properties {

}
SubShader {
    Tags { "RenderType"="Opaque" "Queue"="Geometry" }
    Pass {

            CGPROGRAM
             
                   #include "UnityCG.cginc"
                   #pragma vertex vert
                   #pragma fragment frag
                 
                   struct v2f
                   {
                          fixed4 color : COLOR;
                          half4 pos : SV_POSITION;
                         
                    };
       
                    v2f vert(appdata_full v)
                    {
                            v2f o;
                            o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                            o.color = v.color;
                            return o;
                    }

                    fixed4 frag(v2f In) : COLOR
                    {
                            fixed4 c = fixed4(0,0,1,1);
                            c.rgb *= In.color.rgb;
                            return c;
                    }
                 
                ENDCG
            }
        }
    }

I need some help in exposing color property for this shader. I don’t have much knowledge about shader scripting but I reckon it shouldn’t be that hard to do for someone experienced! Thanks!

The shader you’ve posted references vertex colours assigned to the mesh, but then actually never makes use of them - simply colouring everything in blue anyway. If you simply want to apply a uniform colour across the whole mesh (but that doesn’t have to be blue), try this:

    Shader "Unlit/Colour Only" {
        Properties {
            _Color ("Color", Color) = (1,1,1,1)
        }
        SubShader {
            Tags { "RenderType"="Opaque" }
            LOD 200
          
            Pass {
                Tags { "LightMode" = "Always" }
              
                Fog { Mode Off }
                ZWrite On
                ZTest LEqual
                Cull Back
                Lighting Off
      
                CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag
                    #pragma fragmentoption ARB_precision_hint_fastest
                  
                    fixed4 _Color;
                  
                    struct appdata {
                        float4 vertex : POSITION;
                    };
                  
                    struct v2f {
                        float4 vertex : POSITION;
                    };
                  
                    v2f vert (appdata v) {
                        v2f o;
                        o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                        return o;
                    }
                  
                    fixed4 frag (v2f i) : COLOR {
                        return _Color;
                    }
                ENDCG
      
            }
        }
    }