Ah, I see what you mean now. Well one way is to generate a 1x1px image of the desired colour for each object using memblocks and texture that object with it. You can access the texture from a shader easily enough.
You could also do it through vertex diffuse but that would be even more wasteful, since you wouldn't be able to share vertexdata between objects and changing the colour would require you to go through every vertex on an object.
There may also be some way to get the current diffuse colour, but I'm not sure exactly how much information DBPro gives the shader.
[b]
