ShaderFX does not create pins for "inputs" of base class

ShaderFXInputs

[Summary("")]
shader Demo_ShaderFX : ComputeColor, Texturing, DemoBase
{
    [Default(1.0f, 0.0f, 0.0f, 1.0f)]
    compose ComputeColor Color;

    override float4 Compute()
    {
        return doSomething(streams.TexCoord) * Color.Compute();
    }
};

shader DemoBase {

    SamplerState DemoSampler 
    {
        Filter = MIN_MAG_LINEAR_MIP_POINT;
    };

    Texture2D DemoTexture;

    float4 doSomething(float2 uv)
    {
        return DemoTexture.Sample(DemoSampler, uv);
    }
};

It works for TextureFX.

[TextureSource]
[Category("Source")]
[Summary("")]
shader Demo_TextureFX : TextureFX, DemoBase
{
    [Default(1.0f, 0.0f, 0.0f, 1.0f)]
    compose ComputeColor Color;

    stage override float4 Shading()
    {
        return doSomething(streams.TexCoord) * Color.Compute();
    }
};

Tested with 6.3

ShaderFXInputs.7z (52.9 KB)

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