Unity 5 standard shader support for vertex colors?

Hello!
I want to bake light with enlighten but I find that I only can do it with the standard shader that doesn’t support vertex color input. Is there any workaround for this? Is this supported in a later update?

I'm interested in the same. The default new shader contains #pragma surface surf Standard and uses the new PBR stuff, but it doesn't include the full input range of the standard shader. I guess we could download the shaders from the archive and make a copy with vertex colors instead of or in addition to the main color.

3 Answers

3

You can get vertex colors to work with the standard shader (PBR stuff) by making a new Shader. Add vertex:vert to the pragma line in the CGPROGRAM block. You can then add a vertex function to get the vertex color, and then pass that into the surface function to use for the albedo:

Shader "Custom/StandardVertex" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Standard vertex:vert fullforwardshadows
		#pragma target 3.0
		struct Input {
			float2 uv_MainTex;
			float3 vertexColor; // Vertex color stored here by vert() method
		};
		
		struct v2f {
		  float4 pos : SV_POSITION;
		  fixed4 color : COLOR;
		};

		void vert (inout appdata_full v, out Input o)
		{
			UNITY_INITIALIZE_OUTPUT(Input,o);
			o.vertexColor = v.color; // Save the Vertex Color in the Input for the surf() method
		}

		sampler2D _MainTex;

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) 
		{
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb * IN.vertexColor; // Combine normal color with the vertex color
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

The full Standard Shader is a big can of worms. Not sure how any of it works at the moment so I can’t include this yet.

Hey Jeff, Many thanks for this :) First code I've seen here that works, though for some reason its not taking into account the texture. Either way it gives me something to go on while I hope for Marmoset to sort out their Skyshop shaders for U5 ;) cheers Nalin

I've updated my answer to include the main texture/main color as well.

Cant wait to try this out this weekend. :) Thanks

I think you don't need struct v2f here.

If anyone is still looking for standard shader with such functionality you should check out this thread: http://forum.unity3d.com/threads/standard-shader-with-vertex-colors.316529/

Is there a solution that supports deferred? That link is so great but no deferred rendering support. Thanks

Deferred rendering and additional lights are supported now. Use above link to get latest.

doesn't seem to work on mobile, comes up pink

You can install Unity ProBuilder in your project, then create a new material with uses the ProBuilder/Diffuse Vertex Color shader