             {
                 float4 vertex : SV_POSITION;
                 float2 uv : TEXCOORD0;
-#ifdef _ENABLEFOG_ON
                 UNITY_FOG_COORDS(1)
-#endif  // _ENABLEFOG_ON
             };
 
 

            fixed4 frag(v2f i) : SV_Target
            {
                const float4 mainColor = UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
                const float4 emissionColor = UNITY_SAMPLE_TEX2D(_EmissionTex, i.uv) * _EmissionColor;
                float4 col = mainColor + emissionColor;
#ifdef _ENABLEFOG_ON
                UNITY_APPLY_FOG(i.fogCoord, col);
#endif  // _ENABLEFOG_ON
                return col;
            }
            ENDCG

            uniform float4 _Color;
            UNITY_DECLARE_TEX2D(_EmissionTex);
            uniform float4 _EmissionColor;
#ifdef _ALPHATEST_ON
            uniform float _Cutoff;
#endif  // _ALPHATEST_ON

            /*!
             * @brief Input data type for vertex shader function
