using System; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] public struct OutputMetadata { [SerializeField] int m_Index; [SerializeField] string m_ReferenceName; [SerializeField] int m_Id; internal OutputMetadata(int index, string referenceName, int id) { m_Index = index; m_ReferenceName = referenceName; m_Id = id; } public int index => m_Index; public int id => m_Id; public string referenceName => m_ReferenceName; internal bool isValid => referenceName != null; } }