Should i continue to learn hlsl or is shader graph the new standard?

I have a love-hate relationship with hlsl. I’m not an engineer, but shaders are part of my job. I have been struggling to get a real handle on it, theres not a whole lot of learning resources for it (not as much as C#) now that shader graph is becoming more popular, I would love to just walk away from HLSL, is this a bad choice ?

The same principles apply. Shader Graph is just a lot less syntax. You can also still see the generated hlsl code if needed.
So go with what you need. If a shader is doable in shader graph, go for it!
If not, then make that one shader (mostly) in hlsl

Shader Graph makes a lot of things easier, because it takes care of a boat load of boilerplate code. But nothing will best the control and structure handwritten code can provide.

Often very simple things can’t be controlled in SG (ZWrite, blend states, pragma’s, etc). These features seemingly take literal years to implement, and most never have been.

I’d personally recommend adopting Amplify Shader Editor as the standard. Basically anything you can and can’t do with SG, you can do with ASE. The UX is also a dream in comparison.

It get particularly powerful when you use templates, allowing full control in HLSL, whilst retaining a fast node based workflow.

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Agreed!
Sadly Amplify did not work with Oculus App Spacewarp yet, so I cannot use it much