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Question by orcinusdev · Mar 14, 2015 at 09:37 AM · vertexcolor

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?

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avatar image Jeff-Rosenberg · Mar 20, 2015 at 02:30 AM 0
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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.

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Answer by Jeff-Rosenberg · Mar 20, 2015 at 02:52 AM

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.

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avatar image puzzlekings · Mar 20, 2015 at 11:07 PM 0
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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

avatar image Jeff-Rosenberg · Mar 20, 2015 at 11:38 PM 0
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I've updated my answer to include the main texture/main color as well.

avatar image Tzan · Mar 21, 2015 at 12:01 AM 0
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Cant wait to try this out this weekend. :) Thanks

avatar image perevezentsev · Dec 25, 2018 at 10:56 PM 0
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I think you don't need struct v2f here.

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Answer by defaxer · Apr 06, 2015 at 02:41 PM

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/

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avatar image HeadTrip · Jun 28, 2015 at 09:14 PM 0
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Is there a solution that supports deferred? That link is so great but no deferred rendering support. Thanks

avatar image Tzan · Aug 01, 2016 at 05:45 PM 0
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Deferred rendering and additional lights are supported now. Use above link to get latest.

avatar image hawken · Nov 30, 2017 at 06:43 AM 0
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doesn't seem to work on mobile, comes up pink

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