
Here is what I have.
@Derek Darkly yes, this is exactly the way i did this.
It is good idea with timer, but i can't call time() inside vertex or pixel shader parts.Am I wrong?
Anyway the best way to create absolutely random and unique color is this:
1)use vertexdata
2)read vertex normals and write them to free UV channel (you have to use 2 of them or you can compress Normal.xyz to 1 uv channel )
3)then set normals to colors which you want
4)SET OBJECT SMOOTHING 0 to prevent color smoothing and get crisp edges
5)in shader read UV data and use it as normals
I think that is very easiest way to create stylish low poly or flat shading look inside DBPro.
Project file is attached