One quick demonstration i wanted to make before moving on is multiple vertex lights in a single pass. Unity provides an array of 4 light positions which can be accessed in the vertex shader. By utilizing these, it is possible to run multiple lighting calculations in the Forward Base pass. However, this is not the most reliable system unfortunately. The 4 lights provided are the 4 closest point lights, so you may notice issues with dynamic lights (“Shadows” or lights behaving oddly when they move/switch order in terms of which light is closest). However the shadow fidelity is comparable to the multipass vertex lit shader, so this might be useful for mobile so you can avoid multiple passes.I believe these are the lights that Unity considers not “Important” and thus vertex lit. Perhaps someone will be able to find a better use for these in the future.