{
ShaderUtil.UpdateShaderAsset(previewData.shader, previewData.shaderString);
}
if (MaterialGraphAsset.ShaderHasError(previewData.shader))
Debug.LogWarningFormat("ShaderHasError: {0}\n{1}", node.GetVariableNameForNode(), previewData.shaderString);
void DestroyPreview(Guid nodeGuid, PreviewData previewData)