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I noticed this as well. A naive approach would be to do what GE does, and just display all of them as float4. I've looked into disabling some of them, but within the FloatVectorProperty control, this isn't possible. Alternatively, a 4 column approach with 4 separate controls could be considered?
I would probably try and avoid making "fake" fields aka the GE way :-P
I think the key lies in playing with the blender UILayout elements, problem is the documentation sucks. I have seen other addons being successful in this kind of thing though, so should be possible.
The shaderpicker was also the first real try I had with manipulating Blenders UI. I believe some of the other UILayout things like split or maybe some form of filler blocks should be able to solve it.
Describe the bug
The shader-picker ui looks quite wonky, when the read parameteres have different types like float and float4 next to each other.
Screenshots
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