Do you prefer to use Shader Graph or writing HLSL? Im thinking the more complex a shader gets the more nodes will get in the way of grasping and debugging.
@iDigvijaysinhG19 күн бұрын
For my personal projects, in unity most of the time I could get away with the shader graph. I only wrote shaders that were more complex to pull off using shader graph (effects with loops). In Godot however I always wrote them, visual shader is still not good enough for me. In professional projects however, I used to convert graphs(from others) in HLSL to optimise stuff.