void SplatmapFinalColor(inout half4 color, half fogCoord) { color.rgb *= color.a; #ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader. #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord); #else color.rgb = MixFog(color.rgb, fogCoord); #endif #endif }