Vertex colour affects Emission shader?

Hello!

I’m trying to make a lit shader where the vertex colour adds to the emissive property: ie an illuminated shader, which can have self-illumination based on vertex colour.

I’m a bit of a noob with shader programming, so I would appreciate some hints. So far I’ve been trying to adapt http://wiki.unity3d.com/index.php/VertexColor to no avail.

Thank you for your help!

Don’t worry - solved it. Here’s what I learnt:

Properties {
	//I didn't have a property name "_Color" in case it interfered... 
	....
}

SubShader {
	Tags { "RenderType"="Opaque" }
		
CGPROGRAM
#pragma surface surf BlinnPhong

sampler2D _MainTex;
half _Shininess;
half _Gloss;

struct Input {
        ....
	float4 color : COLOR; //<--- this gets the vertex colour data
        ....
};

void surf (Input IN, inout SurfaceOutput o) {
	....
	o.Emission = IN.color.rgb - IN.color.a; //<-- I used the colour RGB - the Alpha, so I could control how much each vertex emits.
	....
	
}
ENDCG
}