Iv looked every ware and this script is the closest I found is this witch does not do shadows.
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"
}