using System.Collections.Generic; namespace UnityEditor.ShaderGraph.Internal { public struct ShaderPass { // Definition public string displayName; public string referenceName; public string lightMode; public string passInclude; public string varyingsInclude; public bool useInPreview; // Setup public IEnumerable pragmas; public IEnumerable includes; public IEnumerable keywords; // Port mask public List vertexPorts; public List pixelPorts; // Required fields public List requiredAttributes; public List requiredVaryings; // Render State Overrides public string CullOverride; public string BlendOverride; public string ZTestOverride; public string ZWriteOverride; public string ColorMaskOverride; public string ZClipOverride; public List StencilOverride; } }