Awhile back I stopped using vertex colors and instead opted to use a super-simple texture because I had issues importing vertex colors into various engines, or in some cases, I had trouble changing vertex colors correctly at runtime to represent team colors. The textures are just large blocks of color, and I UV unwrap polygons that I want to be certain colors and cram them into the color block I want them to be. I don't really have to worry about properly unwrapping them as if I were drawing a real textue, so it's not very hard to do.
If you don't care about draw call count, you can also vertex color up your model and pick "convert vertex colors to materials", one of the right-click options in 'face' mode, I think. This gets you what are basically vertex colors using the FBX exporter, but models require a draw call for every material if I'm correct, so it's not particularly efficient.
edit: I did some googling and re-discovered a very useful Unify wiki page:
http://www.unifycommunity.com/wiki/index.php?title=Shader_ArchiveI tried out this one... uh... hell... let me just post the source:
Shader "Vertex Colored" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
Material {
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
ColorMaterial AmbientAndDiffuse
Lighting On
SeperateSpecular On
SetTexture [_MainTex] {
Combine texture * primary, texture * primary
}
SetTexture [_MainTex] {
constantColor [_Color]
Combine previous * constant DOUBLE, previous * constant
}
}
}
Fallback " VertexLit", 1
}
Just create a .shader file in your assets and paste this into it. Export your vertex-colored model from Wings3D as FBX, and assign this shader to the material used for the model.
I think I'll stick to my texture solution for now, but I'm tempted to see if there's an easy way to change vertex colors on the fly so I could pretty much replace my current method if I wanted to.