Add Hypershade-style Material Editor with node graph and shader-ball preview
Browser column lists all scene materials plus a searchable create-node list; Show Graph (or double-click) loads a material into the node-graph work area. The graph shows the entire network including MaterialX (.mtlx) node graphs, resolving connections through NodeGraph boundaries via UsdShadeUtils::GetValueProducingAttributes, with layered auto-layout for nodes lacking authored uiPosition. Canvas navigates viewport-style (Alt+MMB pan / Alt+RMB zoom) and TAB opens a Nuke-style search popup. Selecting a node shows a typed property editor (live-apply, one undo command per edit) and previews that node's output on the shader ball. The preview renders through its own Hydra engine into a scratch stage that composes the material via a reference to the source root layer (so referenced .mtlx materials work), re-renders until progressive delegates (Arnold/Cycles/Embree) converge, and lights with HDR dome presets (External/Room/Interior/Sunset; CC0 Poly Haven EXRs fetched at CMake configure). texture:format is authored latlong explicitly - left automatic, hdArnold falls back to Arnold's angular fisheye default - and hdCycles gets a -90 X pole rotation to match Storm's +Y-pole sampling. Mutations go through new ICommand subclasses (create shader node, connect/disconnect attrs). imgui-node-editor is vendored (gitignored) with a local one-line patch: c_ScrollButtonIndex 1->2 for MMB pan. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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#pragma once
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#include "../CommandHistory.h"
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#include <pxr/usd/usd/stage.h>
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#include <pxr/usd/sdf/path.h>
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#include <pxr/usd/sdf/valueTypeName.h>
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#include <string>
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namespace UsdLayerManager {
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/// Connects a shader input to an upstream shader output, sparsely authoring
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/// both attributes (with the given types) if they don't already exist.
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/// Captures whatever the input was previously connected to (if anything) so
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/// Undo can restore it exactly rather than merely disconnecting.
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class ConnectShaderAttrsCommand : public ICommand {
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public:
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ConnectShaderAttrsCommand(pxr::UsdStageRefPtr stage,
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const pxr::SdfPath& destNode,
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const std::string& destInput,
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const pxr::SdfValueTypeName& destType,
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const pxr::SdfPath& sourceNode,
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const std::string& sourceOutput,
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const pxr::SdfValueTypeName& sourceType);
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void Execute() override;
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void Undo() override;
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std::string GetDescription() const override { return m_description; }
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private:
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pxr::UsdStageRefPtr m_stage;
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pxr::SdfPath m_destNode;
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std::string m_destInput;
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pxr::SdfValueTypeName m_destType;
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pxr::SdfPath m_sourceNode;
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std::string m_sourceOutput;
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pxr::SdfValueTypeName m_sourceType;
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std::string m_description;
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bool m_hadPriorConnection = false;
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pxr::SdfPath m_priorSourceNode;
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std::string m_priorSourceOutput;
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};
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} // namespace UsdLayerManager
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