using System.Collections.Generic; namespace UnityEditor.VFX { class VFXTopologyProvider : VariantProvider { public override IEnumerable GetVariants() { yield return new Variant( "Output Particle ShaderGraph Quad", "Output", typeof(VFXComposedParticleOutput), new[] { new KeyValuePair("m_Topology", new ParticleTopologyPlanarPrimitive()) }); yield return new Variant( "Output Particle ShaderGraph Mesh", "Output", typeof(VFXComposedParticleOutput), new[] { new KeyValuePair("m_Topology", new ParticleTopologyMesh()) }); } } [VFXInfo(variantProvider = typeof(VFXTopologyProvider))] sealed class VFXComposedParticleOutput : VFXAbstractComposedParticleOutput { VFXComposedParticleOutput() : base(false) { } } }