using System; using UnityEditor.ShaderGraph.Internal; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] abstract class MatrixShaderProperty : AbstractShaderProperty { internal override bool isBatchable => true; internal override bool isExposable => false; internal override bool isRenamable => true; internal override string GetPropertyDeclarationString(string delimiter = ";") { return $"{concretePrecision.ToShaderString()}4x4 {referenceName}{delimiter}"; } } }