I still don’t recommend it, but yea I don’t see why it wouldn’t work.
Math is math. So long as your math makes sense to the shader, you’ll get the results you want…
Also, do a test on a uniform color vertex painted mesh to with the Debug Vector node to see if the value value the color is a float or already expanded to full color (max 255).
If it’s a floating point, you may want to Multiply by 255 to work in the same range as RGB does on a color pallet.
Chances are there’s a built in function to convert the value correctly…