using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.ShaderGraph { interface IMasterNode { string GetShader(GenerationMode mode, string name, out List<PropertyCollector.TextureInfo> configuredTextures, List<string> sourceAssetDependencyPaths = null); bool IsPipelineCompatible(RenderPipelineAsset renderPipelineAsset); int GetPreviewPassIndex(); void ProcessPreviewMaterial(Material material); } }