Is using a lot of CanvasGroup node a bad idea?

Godot Version

4.X

Question

As far as I know, CanvasGroup node creates some kind of Back Buffer for shader, making it possible to use screen_texture that only read what’s under the node.

I’m doing some theory crafting, and thinking about making every entity in the game to use a CanvasGroup and shader to create some kind of consistent visual…

But I’m kind of afraid this is a kind of problematic approach that won’t be obvious in small project and a good computer, so I’d love some input from people that have better understanding on how it works on low level.

Does having a lot of CanvasGroup with shader creates multitude of calculation overhead? Or would it be barely noticeable?

Thanks for reading.