How to do gouraud shading?

Well, this current implementation is done entirely in nodes and has no custom code either in C++ or HLSL. So in order to replicate the vertex lighting of a gouraud shader, I had to utilize the emissive input and a custom UV. It sort of fakes the vertex lighting and currently can’t take actual light input. Instead, it uses the position of the player (but can be changed to any actor in the map) as the position of the fake “light source”. It also can only use one actor for input. I am still working on improving it. But currently, my implementation is more or less a prototype, or “proof-of-concept”. I might just have to add my own shading mode if this technique doesn’t work out.