using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { public class TestSlot : MaterialSlot { public TestSlot() {} public TestSlot(int slotId, string displayName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, displayName, slotType, shaderStage, hidden) {} public TestSlot(int slotId, string displayName, SlotType slotType, int priority, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, displayName, slotType, priority, shaderStage, hidden) {} public override SlotValueType valueType { get { return SlotValueType.Vector4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { } public override void CopyValuesFrom(MaterialSlot foundSlot) { } } }