using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { class TestSlot : MaterialSlot { public TestSlot() {} public TestSlot(int slotId, string displayName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) : base(slotId, displayName, displayName, slotType, stageCapability, hidden) {} public TestSlot(int slotId, string displayName, SlotType slotType, int priority, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) : base(slotId, displayName, displayName, slotType, priority, stageCapability, hidden) {} public override SlotValueType valueType { get { return SlotValueType.Vector4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { } public override void CopyValuesFrom(MaterialSlot foundSlot) { } } }