ToddRivers wroteHmm thats not good. The pixel shader being dark was another bug I forgot to fix when I last checked in doh - I wasn't clamping the dot value for lights, that's fixed in latest.
I've attached an example project showing pixel lighting, vertex lighting and unity's standard shader side by side.
In it the mesh normals are set to (0,0,-1) and the lighting looks correct (for me at least!)
And if you set the normals to (0,0,1)...
Its worth opening it and seeing what it looks like for you.
Unfortunately you're using 5.5 (which I still consider too early to adopt since they did a lot of changes and devs from the asset store are generally waiting a bit before supporting it fully) and I'm still on 5.4.2f2 so the import of the project didn't go as expected...
Anyway, the last version fixed the pixel lighting.
Still, pixel lighting is ok on 5.4.2f2
but
vertex lit has its normals inverted (only works with 0,0,1)
yet
if I enable rim lighting with (0,0,-1) on vertex lit, I get almost a perfectly lit skeleton. The higher the power, the better.
With the same settings if I later switch to (0,0,1) the material gets fully white (rim color) doesn't matter the rim power value.
So, whatever lighting calculation you make to get rim lighting, assume an infinite power and that should work with vertex lighting as well with proper normals (0,0,-1)..
Or, rim lighting inverts the normals again, I don't know :-/