using System; using System.Collections.Generic; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Internal; using UnityEditor.ShaderGraph.Serialization; namespace UnityEditor.ShaderGraph { [Serializable] sealed class ContextData { [SerializeField] Vector2 m_Position; [SerializeField] List> m_Blocks = new List>(); [NonSerialized] ShaderStage m_ShaderStage; public ContextData() { } public List> blocks => m_Blocks; public Vector2 position { get => m_Position; set => m_Position = value; } public ShaderStage shaderStage { get => m_ShaderStage; set => m_ShaderStage = value; } } }