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