using System; namespace UnityEditor.ShaderGraph.Internal { [Serializable] public struct KeywordEntry { public int id; public string displayName; public string referenceName; public KeywordEntry(string displayName, string referenceName) { this.id = -1; this.displayName = displayName; this.referenceName = referenceName; } internal KeywordEntry(int id, string displayName, string referenceName) { this.id = id; this.displayName = displayName; this.referenceName = referenceName; } } }