using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.ShaderGraph { interface IMasterNode { string GetShader(GenerationMode mode, string name, out List configuredTextures, List sourceAssetDependencyPaths = null); bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset); ISubShader GetActiveSubShader(); void ProcessPreviewMaterial(Material material); } }