> code due to being unmaintainable, undebuggable or unoptimizable.
I would argue that the shader editor in UE3 had none of these properties. It showed you cycle count and each step of the graph visually for debugging.
Also, I don't mean to be blunt but you aren't the target for those tools. Where they shine is when you have a level artist that needs to make a small tweak to how a shader looks. With those systems you don't have to loop in a dev to make it happen. You still need a solid tech artist to make sure things don't get out of hand and they're not a tool for every problem but in the domains where it aligns you see 10x gains on a regular basis.
I would argue that the shader editor in UE3 had none of these properties. It showed you cycle count and each step of the graph visually for debugging.
Also, I don't mean to be blunt but you aren't the target for those tools. Where they shine is when you have a level artist that needs to make a small tweak to how a shader looks. With those systems you don't have to loop in a dev to make it happen. You still need a solid tech artist to make sure things don't get out of hand and they're not a tool for every problem but in the domains where it aligns you see 10x gains on a regular basis.