Hello,
I will do my best to explain my question, but if I can answer any questions to clarify, please do ask 
I have a scene without any light, but only all the objects that have vertex color. They have hard edged vertex colors(so shared vertices).
My question derives from the fact that I would like to have “fake” light, maybe best visualized by this picture from wind waker:
What it shows is(what i think) is a sphere around the lamp that says "if within here multiply texture and/or vertex color with this color(the light color).
First of all is it possible at all to make such a hard line with a shader? im thinking vertex color, but im no expert

Secondly,this light is not static, but is moving around. Is this possible in unity?
Thanks in advance and best regards,
In Wind Waker, it’s simply passing a vector to the shader that it uses as the position of it’s light source. As there is only one light source at a time, when changing from one dominant light source to another, it lerps between the positions for those lights (i.e. the game works out which light source is most dominant to Link, and passes it’s position value through to the toon shader).
If you used vertex colour, it’d would need to be updated on every model in your scene, every frame (i.e. probably too expensive and wasteful).
Your best bet is probably to let the shader do the heavy lifting and pass in a position for the light source to the shader.
Thanks for your answer Farfarer, I actually did not mean what the text says on the image(I should probably have removed that :-)) Instead I mean the lights that hit the ground, and I’ve written 
Thanks!
Ah, I understand.
Not entirely sure. Looks like they may be calculating the light distance in the vertex shader then using a cutoff in the fragment shader? Something like
light = step ( lightDistance, cutoffDistance );
And then ensuring the vertex density in the model is high and irregular enough in those areas to give a good, randomised shape to the glow.
If I recall, they move around a little in-game as if the light source is flickering flame.
Or potentially yeah, they redraw those polygons with some sort of sphere bounds… but I wouldn’t know where to start with that. The same thing happens with other little lights throughout the game.