How to do per texel lighting?

I’m currently working on a 3D game that has low resolution textures. (32x32)
Lighting needs to be real time, but I only want the lighting to change per texel instead of having a light gradient running over every pixel in the texture.

Can anyone point me in the light direction?

Write a custom lighting model for your shaders that rounds up the interpolated data (used in lighting calculation) from your vertex shader. I won’t give you an exact complete solution, but this is definitely the direction you want to go.