I took 3 point lighting shaders and extended them to build a basic Phong shader. They retain the Rim Light, so you may or may not want to remove it. I like a little Fresnel in my shaders, but its just a personal preference. They are pretty standard shaders otherwise.
Maya CGFX File:
vertexlitphong.cgfx |
Unity SHADER File:
vertexlitphong.shader |