using System; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Serializable] public class SamplerStateMaterialSlot : MaterialSlot { public SamplerStateMaterialSlot() { } public SamplerStateMaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden) { } public override SlotValueType valueType { get { return SlotValueType.SamplerState; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.SamplerState; } } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { } public override void CopyValuesFrom(MaterialSlot foundSlot) { } } }