using System; namespace UnityEditor.ShaderGraph { [Serializable] [GenerationAPI] internal 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; } } }