Your comments

Ah, interesting. That opens up some great possibilities then. 

In that case, can we get numeric values next to the sliders? I like being able to range limit a value, but then not being able to see it numerically is annoying..
The bare minimum implementation would be to allow ints in shader forge as an exposed value type then create one with a range of 0-3. Then you'd have a node like the texture node which takes a tex input and an int. It would essentially generate code like so:

float result = SampleTex(myTexure, uv)[myInt];

Unfortunately I don't think there's an easy way to make the material display a nice enum for that in Unity's shader editor. It would likely only be able to show up as an int without writing a custom editor for it (which seems out of scope). So maybe unity's editor structure just makes this too obscure to be useful, beyond adding support for integer types. 

Second this; I don't want to open/close/reuse these functions, just say what this cluster of nodes does..
I care less about font size than the ability to have multiple lines in my comment. Having it restricted to one line really limits me to a short phrase at best. (I tried /n, but it won't let me do that)
Hey Joachim,
  Not sure if this would be better in a separate request, but I'll put them here for now:

- Would like the ability to have texture samplers as an input type; this would be very useful for things like parallax occlusion mapping, fur rendering, etc - all which need to sample a texture multiple times.
- Would like to be able to have multiple outputs, so we're not limited to what we can stuff into a float4 and can also label/split the data into logical outputs..