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- using System;
- namespace UnityEditor.ShaderGraph.Internal
- {
- [Serializable]
- public struct KeywordEntry
- {
- public int id; // Used to determine what MaterialSlot an entry belongs to
- public string displayName;
- public string referenceName;
- // In this case, we will handle the actual IDs later
- public KeywordEntry(string displayName, string referenceName)
- {
- this.id = -1;
- this.displayName = displayName;
- this.referenceName = referenceName;
- }
- internal KeywordEntry(int id, string displayName, string referenceName)
- {
- this.id = id;
- this.displayName = displayName;
- this.referenceName = referenceName;
- }
- }
- }
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