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