Possible to have a vertex colored per-pixel shader?

I have a shader that I found/modified to allow for a transparent vertex colored setup, basically I’m creating a mesh in script, assigning a color to the texture after the UV has been applied and then its drawn. This allows each block of dirt to have a varying color so its not as boring. I noticed that when using this shader I’m limited to 8 lights per object/mesh. If I use a standard transparent cutout shader the lights work fine, but I lose my mesh texture colors. So I know that its using vertex lighting instead of the per-pixel lighting.

Anyone know if this is a thing you can do with a shader? Vertex colored, transparent, and per-pixel lighting?

It is quite simple to make a shader that supports all lighting, uses alpha blending and takes vertex colours into account. Take a look at the surface shader documentation and examples.

I didn’t see deferred rendering mentioned anywhere in the original post, but you’re right that blended shaders use forward rendering. However, you can set the pixel light limit arbitrarily high in Quality settings. The documentation also says that you can force specific lights to always use per-pixel rendering by setting their RenderMode to Important. It’s not clear whether Important lights are still subject to the pixel light limit.