using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] class VirtualTextureInputMaterialSlot : VirtualTextureMaterialSlot { public VirtualTextureInputMaterialSlot() { } public VirtualTextureInputMaterialSlot( int slotId, string displayName, string shaderOutputName, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) : base(slotId, displayName, shaderOutputName, SlotType.Input, stageCapability, hidden) { } public override VisualElement InstantiateControl() { return null; } public override string GetDefaultValue(GenerationMode generationMode) { var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); return matOwner.GetVariableNameForSlot(id); } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { } public override void GetPreviewProperties(List properties, string name) { } public override void CopyValuesFrom(MaterialSlot foundSlot) { } } }