To implement it well will require a lot of programmer hours. Bad implementation might be missing features, produce inefficient shader code, be hard to use, buggy, but worst of all it might bump the loading times up considerably. If your team is working on a game that actually requires lots of custom shaders or you plan on…
I remember not too long ago a bunch of peeps on some tech forums where talking about creating a unified shader system via Python (I think?), with a user interface but coded. So basically, instead of having nodes, you would have editor under which you could put up words and what they all mean and have the engine load it…
true minor corrections: * there is no such thing as shaders written in GPU assembler. There is something like am immediate representation which is what DirectX's HLSL compiler spits out, that is passed to the driver and then turned to true GPU assembler (as that is very vendor/hw specific there is no "standard"). * vector…