Shader wants texture coordinates, but the mesh doesn't have them

Hey!

So, I’m working with a shader that I’m using with a mesh that I’ve generated in a script, using the graphics class, and the Graphics.DrawMesh() function. My trouble is that the shader I’m using is continually spitting out this message:

“Shader wants texture coordinates, but the mesh doesn’t have them”.

The shader doesn’t seem to be malfunctioning – I’m just using it to display a flat color. But What I’d like is to have the shader stop crowding my console with this message. The shader code is below – what do I have to change to stop the shader from “wanting texture coordinates”? It doesn’t seem to need them…let me know if there’s something else you need in order to figure out the problem.

Shader "Sprite/Vertex Colored" {
Properties {
	_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

Category {
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	ZWrite Off
	Blend SrcAlpha OneMinusSrcAlpha 
	SubShader {
		Material {
			Diffuse [_Color]
		}
		Pass {
			ColorMaterial AmbientAndDiffuse
			Lighting Off
			Cull Off
        SetTexture [_MainTex] {
            Combine texture * primary, texture * primary
        }
        SetTexture [_MainTex] {
            constantColor [_Color]
            Combine previous * constant DOUBLE, previous * constant
        }  
		}
	} 
}
}

Your shader is not just displaying a flat color, it’s trying to use a texture (i.e. _MainTex). So the model must contain texture coordinates, which are added in the 3D application that authored the model, or some external app, via UV Mapping.