ERROR: Shader wants texture coordinates

the error message, appears to me:
Shader wants texture coordinates, but the mesh triangle doesn’t have them
UnityEditor.DockArea:OnGUI().
I KNOW what that means, but…

But I’m using vertexlit (I’m completely confident that I’m only using vertex lit at scene).

I removed the “normals and tangents” from my mesh, and by default it is with difuse in the projects folder.
But in the scene I’m only using the material vertex lit.

But vertex lit still wants texture coordinates because it is able to display textures.

Removing normals is probably not a great idea either, for vertex lit, as it uses those normals to light the model per-vertex…

Although tangents will never get used by vertex lit stuff, so you can scrap those just fine.

thanks, but…

Im using MOBILE\VERTEXLIT, and the problem appears when I removed normals. Why mobile\vertexlit need light?
(Im noob on shaders, but was think that mobile\vertexlit dont need light).

It needs light… it’s lit (hence “vertex lit”). All that means is that it’s lit in the vertex shader rather than the fragment shader (because it’s cheaper to compute but it’s not as good looking).

You’re probably after the unlit shaders.

got it, thanks.