Jessy was faster 
I just dragged this together in SSE…(need the practice!)
Since I don’t know how to exclude lighting in SSE, I hacked it in on line 48/49.
It has quite a few lines of obsoleteness in it, but it seems to work 
Shader "TextureVertexMask"
{
Properties
{
_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf BlinnPhongEditor approxview halfasview vertex:vert
#pragma target 2.0
sampler2D _MainTex;
struct EditorSurfaceOutput {
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half4 Custom;
};
inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
//c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.rgb = (s.Albedo *(1,1,1,1)); // hacked in: no light, fake-color (white)
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.w = spec * Luminance (_LightColor0.rgb);
res *= atten * 2.0;
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input {
float2 uv_MainTex;
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
}
void surf (Input IN, inout EditorSurfaceOutput o) {
o.Normal = float3(0.0,0.0,1.0);
o.Alpha = 1.0;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Custom = 0.0;
float4 Tex2D0=tex2D(_MainTex,(IN.uv_MainTex.xyxy).xy);
float4 Invert0= float4(1.0, 1.0, 1.0, 1.0) - IN.color;
float4 Lerp0_1_NoInput = float4(0,0,0,0);
float4 Lerp0=lerp(Tex2D0,Lerp0_1_NoInput,Invert0);
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_2_NoInput = float4(0,0,0,0);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Lerp0;
o.Alpha = IN.color;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}