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 override SlotValueType valueType { get { return SlotValueType.Vector4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } } public override bool isDefaultValue => true; public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { } public override void CopyDefaultValue(MaterialSlot other) { } public override void CopyValuesFrom(MaterialSlot foundSlot) { } } }