Can multiply material be affected by fog?

So I’m looking for a shader for blood decals. There is a perfect one, but it is not affected by fog, which makes it unusable.

I don’t know much about shaders, so I can’t even google what I need. Hel’p :blush:

Shader "WFX/Scroll/Multiply Soft Tint"
{
	Properties
	{
		_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
		_MainTex ("Texture", 2D) = "white" {}
		
		_ScrollSpeed ("Scroll Speed", Float) = 2.0
	}
	
	SubShader
	{
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
		Blend DstColor SrcColor
		Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) }
		
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#include "UnityCG.cginc"
			
			struct v2f
			{
				float4 pos : SV_POSITION;
				float2 texcoord : TEXCOORD0;
				fixed4 color : COLOR;
			};
			
			struct vdata
			{
				float4 vertex : POSITION;
				half2 texcoord : TEXCOORD0;
//				float3 normal : NORMAL;
//    			float4 texcoord : TEXCOORD0;
//			    float4 texcoord1 : TEXCOORD1;
			    fixed4 color : COLOR;
			};
			
			fixed4 _TintColor;
			sampler2D _MainTex;
			float _ScrollSpeed;
			
			v2f vert (vdata v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos (v.vertex);
				o.color = v.color;
				o.texcoord = v.texcoord;
				return o;
			}
			
			fixed4 frag (v2f i) : COLOR0
			{
				float mask = tex2D(_MainTex, i.texcoord).a * i.color.a;
				
				i.texcoord.y -= fmod(_Time*_ScrollSpeed,1);
				fixed4 tex = tex2D(_MainTex, i.texcoord);
				tex.rgb *= i.color.rgb * _TintColor.rgb;
				tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, mask);
				return tex;
			}
			
			ENDCG
		}
	}
}

if you’re on built in, just make a new unlit shader and type ctrl+f to search the word fog, it’ll show you all the functions involved in unity’s default fog.