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

                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
#ifdef _ENABLEFOG_ON
                UNITY_TRANSFER_FOG(o, o.vertex);
#endif  // _ENABLEFOG_ON
                return o;
            }


    Properties
    {
        _MainTex ("Main texture", 2D) = "white" {}

        _Color ("Multiplicative color for _MainTex", Color) = (1.0, 1.0, 1.0, 1.0)

        _EmissionTex ("Emission texture", 2D) = "white" {}

        [HDR]
        _EmissionColor ("Multiplicative color for _EmissionTex", Color) = (0.0, 0.0, 0.0, 1.0)


        [Enum(UnityEngine.Rendering.CullMode)]
        _Cull("Culling Mode", Int) = 2  // Default: Back

        [HideInInspector]
        _RenderingMode("Rendering Mode", Int) = 2

        [Toggle]
        _AlphaTest("Alpha test", Int) = 0

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        [Enum(UnityEngine.Rendering.BlendMode)]
        _SrcBlend("Blend Source Factor", Int) = 5  // Default: SrcAlpha

        [Enum(UnityEngine.Rendering.BlendMode)]
        _DstBlend("Blend Destination Factor", Int) = 10  // Default: OneMinusSrcAlpha

        [Enum(UnityEngine.Rendering.BlendMode)]
        _SrcBlendAlpha("Blend Source Factor", Int) = 5  // Default: SrcAlpha

        [Enum(UnityEngine.Rendering.BlendMode)]
        _DstBlendAlpha("Blend Destination Factor", Int) = 10  // Default: OneMinusSrcAlpha

        [Enum(UnityEngine.Rendering.BlendOp)]
        _BlendOp("BlendOp", Int) = 0  // Default: Add

        [Enum(UnityEngine.Rendering.BlendOp)]
        _BlendOpAlpha("BlendOpAlpha", Int) = 0  // Default: Add

        [Enum(Off, 0, On, 1)]
        _ZWrite("ZWrite", Int) = 0  // Default: Off

        [Enum(UnityEngine.Rendering.CompareFunction)]
        _ZTest("ZTest", Int) = 4  // Default: LEqual

        [Enum(2D, 0, 3D, 1)]
        _OffsetFact("Offset Factor", Int) = 0

        _OffsetUnit("Offset Units", Range(-100, 100)) = 0

        Enum(None, 0, A, 1, B, 2, BA, 3, G, 4, GA, 5, GB, 6, GBA, 7, R, 8, RA, 9, RB,10, RBA, 11, RG, 12, RGA, 13, RGB, 14, RGBA, 15)
        _ColorMask("Color Mask", Int) = 15

        [Enum(Off, 0, On, 1)]
        _AlphaToMask("Alpha To Mask", Int) = 0  // Default: Off


        [IntRange]
        _StencilRef("Stencil Reference Value", Range(0, 255)) = 0

        [IntRange]
        _StencilReadMask("Stencil ReadMask Value", Range(0, 255)) = 255

        [IntRange]
        _StencilWriteMask("Stencil WriteMask Value", Range(0, 255)) = 255

        [Enum(UnityEngine.Rendering.CompareFunction)]
        _StencilCompFunc("Stencil Compare Function", Int) = 8  // Default: Always

        [Enum(UnityEngine.Rendering.StencilOp)]
        _StencilPass("Stencil Pass", Int) = 0  // Default: Keep

        [Enum(UnityEngine.Rendering.StencilOp)]
        _StencilFail("Stencil Fail", Int) = 0  // Default: Keep

        [Enum(UnityEngine.Rendering.StencilOp)]
        _StencilZFail("Stencil ZFail", Int) = 0  // Default: Keep
    }

    SubShader
