Level geometry has historically relied on
vertex color as a technique to simulate lighting and add detail.
In 3D graphics, a
mesh is typically made of many connected
triangles or
polygons. Each
polygon is composed of multiple
vertices that make up the final shape. A multitude of
polygons can be used to create a final model.

A single
vertex can store a variety of information, such as:
Color Interpolation
Vertex coloring means that each vertex has its own
RGB color value. The game's renderer then smoothly
interpolates those colors across the polygon.
Imagine a triangle with one
red corner, one
blue corner, and one
green corner.

The inside of the triangle becomes a
smooth gradient blending those colors.

We can use
vertex coloring for many things, including:
Lightweight coloring without the use of textures
Gradients, light tricks, or stylized visuals
Face Corners
In a typical mesh, vertices are
shared between faces.
If color is stored
per vertex, that color is reused by every face touching it. This means that
one vertex has
one color, and that all connected faces must
blend smoothly through that color.

As a result,
sharp color changes become impossible without changing the geometry! Thankfully,
Color Attributes in Blender can be applied
per vertex or in
Face Corner mode.
In
Face Corner mode, the color is not stored on the vertex itself, but on the
corner of the face. This allows for cases where the
corner of an object, despite sharing a vertex between faces, can have a hard transition between colors.

Most, if not all, Blender exports tend to use
Face Corner mode for vertex coloring.
Vertex Alpha
Vertices have an
alpha component stored alongside their
color value.
Aside from its
color, a vertex's alpha can control its
visibility. Lower alpha values mark a vertex as
less visible, whereas higher values mark it as
more visible.
For example, in the case of
terrain blending, notice how a vertex's
alpha affects
visibility of the pass:

In the example above, the
alpha of the grass is controlled by the vertex's
alpha value. The
dark vertices on the left have a
low alpha while the
light vertices on the right have a
high alpha.
See the
Materials page for details on how a material's
passes are layered.