using UnityEngine; using UnityEditor.Graphing; /*namespace UnityEditor.ShaderGraph { [Title("Vertex Interpolation")] public class VertexInterpolatorNode : AbstractMaterialNode { const string k_InputSlotName = "In"; const string k_OutputSlotName = "Out"; public const int InputSlotId = 0; public const int OutputSlotId = 1; public VertexInterpolatorNode() { name = "Position"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new DynamicVectorMaterialSlot(InputSlotId, k_InputSlotName, k_InputSlotName, SlotType.Input, Vector4.zero, ShaderStage.Vertex)); AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector4.zero, ShaderStage.Fragment)); RemoveSlotsNameNotMatching(k_ValidSlots); } static readonly int[] k_ValidSlots = { InputSlotId, OutputSlotId }; } }*/