using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { static class FieldExtensions { public static bool HasPreprocessor(this FieldDescriptor descriptor) { return (descriptor.preprocessor?.Length > 0); } public static bool HasSemantic(this FieldDescriptor descriptor) { return (descriptor.semantic?.Length > 0); } public static bool HasFlag(this FieldDescriptor descriptor, StructFieldOptions options) { return (descriptor.subscriptOptions & options) == options; } public static string ToFieldString(this FieldDescriptor descriptor) { if (!string.IsNullOrEmpty(descriptor.tag)) return $"{descriptor.tag}.{descriptor.name}"; else return descriptor.name; } } }