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maybe this standard pbr shader that I found online could be the one? I see it has uniforms for both a roughness map, and roughness constant, color map, and color constant and so on...
Yes, solving the problems inherent with shader graphs is likely not worth your time, take longer than the project itself, and not something that's going to be particularly helpful in professionally developing your skills in graphics. You can of course create a UI to configure the shaders you already have, similar to displaying and configuring this, and that might prove useful to you testing out rendering, but that's basically configuring a bunch of menus, easier to do, and no need for generic shader graph components, display, or compilation of those components.
If you are interested, you can check the PBR shader in my engine. I do a similar thing but with all PBR properties (even the base color/texture).