using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { interface IMayRequireVertexSkinning { bool RequiresVertexSkinning(ShaderStageCapability stageCapability = ShaderStageCapability.All); } static class MayRequireVertexSkinningExtensions { public static bool RequiresVertexSkinning(this MaterialSlot slot) { var mayRequireVertexSkinning = slot as IMayRequireVertexSkinning; return mayRequireVertexSkinning != null && mayRequireVertexSkinning.RequiresVertexSkinning(); } } }