Low poly terrain - provoking vertex (Help)

Hello
I’m new to the Unity shader system, I am attempting to get low poly terrain, I have built a custom mesh and now i want to use shaders to stop the interpolation and only use the provoking vertex, which will give me the desired effect.

So far I have built a shader which does this and works well by using the keyword ‘nointerpolation’, and it all works well. But now im having issues with lighting, i know i’ve got no lighting calculations in my vertex and fragment shader and want to use Unity lighting system… how do I do this? The surface shader which does the lighting calculations does not support the keyword ‘nointerpolation’, unless I’m missing something?

Quick note for anyone:
HLSL use the keyword ‘nointerpolation’
GLSL use the keyword ‘flat’

Any suggestions?

This is what I have so far, all I’ve got working is directional lighting which doesn’t work well

You can take the code generated from a surface shader and add the necessarily nointerpolation parameters to the vertex output semantics.