So I'm mostly just curious as to how other studios handle this.
The tradeoff is between a node-based material editor, or having all the shaders created by a programmer. The advantage of an editor is the artistic flexibility that comes with it, the disadvantage is that it shoots out inefficient shaders.
How is this handled at your studio? Just one or the other? Or both maybe, where you use a material editor to make the material, then have a programmer optimize the shader once it's done?