The following workflow is applicable to both Shaderfx Shader graphs and Stingray PBS graphs.
You can bake any preview swatch in your ShaderFX graph to a flat 2kx2k texture. In addition, you can also bake the unwrapped UV's of your geometry to a texture.
To save your preview swatch to a flat, square, 2kx2k texture
To bake to a larger swatch size, use the shaderfx MEL command with the -renderSwatchToDisk flag.
To visualize your viewport geometry in the ShaderFX swatches
If you rotate your camera, you must select View > Select Camera in the panel menu, then select Tools > Set Swatch Camera in the ShaderFX marking menu to update the swatches in ShaderFX.
The unwrapped UV's of your geometry are baked to the file.
You can mix expensive noise and patterns, then bake and export them to a game engine. ShaderFX lets you stitch together nodes, preview them real time in Viewport 2.0, then bake out a UV based texture for your object.