Vertex Color Shader...Maintain Hard Boundaries?

Sorry if the subject is not clear on first read…

…essentially, my vertex painted model does not appear in Unity as it does in Max.

Having tried every possible setting in both the FBX dialog and the Import panel in the Inspector, nothing but manually breaking every edge between color boundaries works. This leaves me having to do extra prep on a model to get it to look identical in Unity, and I suspect a few extra vertices I might not need. Smoothing (or even lack thereof) appears to have no effect as well.

To be clear, I’m using hard edged color boundaries (no blend/gradient), where a single vertice can have a unique color for every face it touches. Mind you I understand its not a single vertice, I’m merely describing it as it appears in 3DStudio.

Is there something I can/should/shouldn’t be doing, or is it the Shader that can aid me here? (Hence why I asked in this section. I suspect IF there’s a way, it’s in the Shader as again, none of the export/import options worked.)

If it is a Shader issue, the follow-up question would be, “…what does this entail?”, as the Vertex Colored shader in Unity doesn’t suffice, and I’m not entirely certain where to begin specifying what I’m asking for.

Thank you in advance!!

-Steven

A shader will not fix this; you really need those extra vertices in order to break interpolation. You just need to figure out the right buttons to push to get export working correctly. Unfortunately, I don’t know what those are, in Max.

Vertice is not a word.

Sure it is…we both just typed it, hehe…

…oh well thanks for the help with my vertices and my spelling, which btw I’m rather impressed, as apparently you’ve never made a typo before! :smile:

Thanks Jessy

-Steven