Has someone achieved to replicate the exact same behaviour of the mobile diffuse in a vertex / fragment shader?
Diffuse lighting
Lightmapping
Shadow casting
Shadow recieving
Shadowmasking
The reason i want the vertex fragment shader version is cause i want to use the “nointerpolation” keyword wich seems to not be possible in a surface shader.
Make your surface shader, select it in project view, click on Show generated code, add nointerpolation to the values you want it on, copy that generated vertex fragment shader over your surface shader.