using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { interface IMayRequireVertexID { bool RequiresVertexID(ShaderStageCapability stageCapability = ShaderStageCapability.All); } static class MayRequireVertexIDExtensions { public static bool RequiresVertexID(this MaterialSlot slot) { var mayRequireVertexID = slot as IMayRequireVertexID; return mayRequireVertexID != null && mayRequireVertexID.RequiresVertexID(); } } }