Fix forward shading compilation when using fog inside unlit material
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@@ -143,7 +143,7 @@ void PS_Forward(
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#endif
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#if USE_FOG
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#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
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// Calculate exponential height fog
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z);
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