Making a vertex-color only shader

Trying to do a very simple shader that renders the interpolated vertex colors only - no lighting - no shading - nothing.

Is there a specific shader I should use, or if I created one what should it look like?

Try this:

Shader "Vertex Colors" {
	SubShader {
		BindChannels {
			Bind "Color", color
			Bind "Vertex", vertex
			Bind "TexCoord", texcoord
		}
		Pass {
		}
	}
}

Also any of the particle shaders will work as well.

Heya - this is great, almost exactly what I need for my vertex baked lighting on iPhone - but I need to be able to multiply it by a texture - and my ShaderFu isn’t good enough - spent a while reading the docs and trying to splice together different parts of different shaders to no avail? Any hints on how to do this (shader code or links so I can learn it myself would be great!)

Thanks

-jdm

I have this shader; haven’t tried it on the iPhone though:

Shader "Vertex color unlit" {
Properties {
	_MainTex ("Texture", 2D) = "white" {}
}

Category {
	Tags { "Queue"="Geometry"}
	Lighting Off
	BindChannels {
		Bind "Color", color
		Bind "Vertex", vertex
		Bind "TexCoord", texcoord
	}
	
	// ---- Dual texture cards
	SubShader {
		Pass {
			SetTexture [_MainTex] {
				combine texture * primary
			}
			SetTexture [_MainTex] {
				constantColor (1,1,1,1)
				combine previous lerp (previous) constant
			}
		}
	}
	
	// ---- Single texture cards (does not do vertex colors)
	SubShader {
		Pass {
			SetTexture [_MainTex] {
				constantColor (1,1,1,1)
				combine texture lerp(texture) constant
			}
		}
	}
}
}

–Eric

That worked on the iPhone, thanks!

Interestingly, I didn’t see any significant change in FPS using baked vertex colors for my lights over just using actual point lights in my scene, which tells me i’m probably not rendering-bound currently (or at least not vertex-lighting bound) - Are point lights on the iPhone significantly cheap due to the tile-based deferred renderer?

-jdm