I have a dynamically generated "celestial star sphere" mesh of independent triangles each mapped with an opacity texture representing the star. The underlying vertex colors of each triangle (representing the color of real stars) shine through but currently the entire mesh is affected by lighting and I can't set the emissive color on the material otherwise it'll wash out the vertex colors. I want the vertex colors to always contribute 100% of the triangle color, but masked by the opacity texture and unaffected by lighting.
Is this possible somehow?