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spir-v can be transpiled to MSL just fine so I’m not sure how Metal is holding Vulkan back.

Even then, none of these game engines are using direct authored shaders anymore, instead using shader graphs which are much easier to target any backend on.

In the case of Unity they also support WebGL which is much more limited than any of the other APIs and somehow WebGL isn’t holding those back.



Speaking as a professional gamedev...no. Shader Graph is being pushed but still results in sufficient boilerplate that it's worth optimizing directly.




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