I have a shader that is multiplying diffuse texture * vertex color to allow me to easily recolor objects with one shader. The only trouble is that the fbx export won't create splits for vertex colors so my objects have a bunch of interpolation I don't want. There are already UV, smoothing, and matID splits in those areas so there is no additional cost in having these splits. Attaching an example image. I can manually split the mesh in these areas but I shouldn't need to do that, its messy, and I want to avoid it if possible.
Alternatively, does anyone have a suggestion for a better file format for max->Unity?