You can import and export Stingray Physically Based Shaders (PBS) using FBX. The look of the shader and the imported graph is the same, including all the input connections and nodes.
To export an object and its shader
Enter a name for your material in the Engine Resource attribute in the StingrayPBS Attribute Editor, and this name will be used as the material name in Stingray. For example, if you enter myStingrayPBS in Engine Resource, then select File > Send to Stingray, this material is called myStingrayPBS.material in Stingray.
See Send assets to Stingray for details.
If you import the shader into Stingray, the shader graph appears exactly as it does in Maya (with the same connections and nodes). You can edit material attributes using the Stingray Property Editor, or click Make Unique to edit the graph in the Shader Graph Editor.
To export only a custom preset shader graph
You can now load this shader directly in Stingray, Maya, Maya LT, or 3ds Max 2016.