Add shader graph node system (sky::sg) for UE-style material blueprints#77
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Add shader graph node system (sky::sg) for UE-style material blueprints#77
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Co-authored-by: bluesky013 <35895395+bluesky013@users.noreply.github.com>
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[WIP] Design shadergraph node system for UE shader blueprints
Add shader graph node system (sky::sg) for UE-style material blueprints
Mar 10, 2026
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Introduces a visual shader graph node system (
sky::sgnamespace) following UE material blueprint conventions, with HLSL code generation and Qt-based editor integration.Core Data Model (
engine/render/shader/include/shader/shadergraph/)ShaderGraphTypes.h—SGDataType(Float/Vec2/3/4/Texture2D/Sampler),MaterialSlotenum, HLSL type helpersShaderGraphPin.h—SGPin,SGPinID,SGConnectionfor typed graph connectivityShaderGraphNode.h—SGNodebase class with pin management andSGCodeGenContextfor HLSL emissionSGMaterialOutputNode— terminal node with PBR slots: BaseColor, Metallic, Roughness, Normal, Emissive, Opacity, OpacityMaskShaderGraph— graph container with connection management, topological HLSL codegen, JSON serialization, and a static node-type factory registryAsset Integration (
engine/render/adaptor/)ShaderGraphAsset.h/cpp—ShaderGraphAssetDatawithAssetTraits<ShaderGraphAssetTag>(type"ShaderGraph",.shadergraphextension)Editor UI (
engine/render/editor/)ShaderGraphNodeModel— QtNodesNodeDelegateModelwrappers;SGConcreteNodeModel<T>template for zero-boilerplate default-constructible models; embedded widgets for parameter naming and constant value editingShaderGraphWidget—DataFlowGraphModel-backed visual editor; nodes organized by category (Math / Input / Constant / Parameter / Texture / Output)ShaderGraphEditWindow—IAssetPreviewWndFactoryfor asset browser integrationShaderGraphCreator—AssetCreatorBaseregistered as"Shader Graph"inRenderEditorModule🔒 GitHub Advanced Security automatically protects Copilot coding agent pull requests. You can protect all pull requests by enabling Advanced Security for your repositories. Learn more about Advanced Security.