Godot Version
4.3
Question
This is more a theoretical question: I learn and work a lot with shaders lately and while searching for good examples I found out that people quite often use code to create shaders instead of using the visual shader editor.
The question is: Why is that? I’m coming from Unity and find it way more ergonomic to do them in the visual editor. I even started to 1:1 re-create the code-shaders from tutorials in visual shaders and it works like a charm.
- Are visual shaders relatively new? I just recently started Godot with 4.3
- Are there performance downsides with the visual shader editor? I noticed it creates lots of boilerplate when checking the created code
The reason why I think visual shader editor is superior to coding them yourself
- Preview in the shader editor shows you intermediate states of your shader until you reach “output”
- I don’t have to learn yet another syntax (though, this is from a gdscript beginner perspective and after a while, I would have room in my head again to learn yet another thing)
- Assumption: the visual editor is less error prone than scripting them yourself since you cannot create syntax errors. You can only connect what is connectable, you can only create what exists within the shader language
I’m curious about your thoughts! I bet there are things I cannot yet see and I should also mention I only do 2d shader stuff so maybe in 3d, shaders are a whole different story