                 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)

        [Toggle]
        _EnableFog ("Enable Fog", Float) = 1

        [Enum(UnityEngine.Rendering.CullMode)]
        _Cull("Cull", Float) = 2  // Default: Back

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

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

        [Enum(UnityEngine.Rendering.BlendMode)]
        _SrcFactor("Src Factor", Float) = 5  // Default: SrcAlpha

        [Enum(UnityEngine.Rendering.BlendMode)]
        _DstFactor("Dst Factor", Float) = 10  // Default: OneMinusSrcAlpha
    }

    SubShader

        {
            "RenderType" = "Transparent"
            "Queue" = "Transparent"
            "VRCFallback" = "StandardFade"
        }

        Cull [_Cull]
        Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
        BlendOp [_BlendOp], [_BlendOpAlpha]
        ZWrite [_ZWrite]
        ZTest [_ZTest]
        Offset [_OffsetFact], [_OffsetUnit]
        AlphaToMask [_AlphaToMask]

        Stencil
        {
            Ref [_StencilRef]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
            Comp [_StencilCompFunc]
            Pass [_StencilPass]
            Fail [_StencilFail]
            ZFail [_StencilZFail]
        }

        Pass
        {
            CGPROGRAM
            #pragma target 3.0

            #pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal vulkan xboxone ps4 n3ds wiiu switch
            #pragma fragmentoption ARB_precision_hint_fastest

            #pragma multi_compile_fog
            #pragma shader_feature_local_fragment _ _ALPHATEST_ON

            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

