using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { public interface IMayRequireMeshUV { bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability = ShaderStageCapability.All); } public static class MayRequireMeshUVExtensions { public static bool RequiresMeshUV(this ISlot slot, UVChannel channel) { var mayRequireMeshUV = slot as IMayRequireMeshUV; return mayRequireMeshUV != null && mayRequireMeshUV.RequiresMeshUV(channel); } } }