testss
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using System.IO;
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using UnityEditor.ProjectWindowCallback;
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namespace UnityEditor.ShaderGraph
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{
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class CreateShaderSubGraph : EndNameEditAction
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{
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[MenuItem("Assets/Create/Shader/Sub Graph", false, 208)]
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public static void CreateMaterialSubGraph()
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{
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateShaderSubGraph>(),
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string.Format("New Shader Sub Graph.{0}", ShaderSubGraphImporter.Extension), null, null);
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}
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var graph = new GraphData { isSubGraph = true };
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var outputNode = new SubGraphOutputNode();
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graph.AddNode(outputNode);
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graph.outputNode = outputNode;
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outputNode.AddSlot(ConcreteSlotValueType.Vector4);
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graph.path = "Sub Graphs";
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FileUtilities.WriteShaderGraphToDisk(pathName, graph);
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AssetDatabase.Refresh();
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}
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}
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}
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