#if HAS_VFX_GRAPH using UnityEditor.ShaderGraph; using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.Rendering.Universal { internal class VFXShaderGraphLitGUI : ShaderGraphLitGUI { protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs; } internal class VFXShaderGraphUnlitGUI : ShaderGraphUnlitGUI { protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceInputs; } internal class VFXGenericShaderGraphMaterialGUI : GenericShaderGraphMaterialGUI { public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { //When material used in VFX, all properties are converted to input slots. //This fallback is used with sprite output. } } } #endif