using System.Collections.Generic; namespace UnityEditor.ShaderGraph { [GenerationAPI] internal class TargetActiveBlockContext { public List activeBlocks { get; private set; } public List currentBlocks { get; private set; } public PassDescriptor? pass { get; private set; } public TargetActiveBlockContext(List currentBlocks, PassDescriptor? pass) { activeBlocks = new List(); this.currentBlocks = currentBlocks; this.pass = pass; } public void AddBlock(BlockFieldDescriptor block, bool conditional = true) { if (conditional == true) { activeBlocks.Add(block); } } } }