It’s not, it’s actually fairly flexible IMHO, but to each their own my concern is higher level than this, why so many opinions, why are some ways the “recommended” ways etc. All of these packages that you mention use some shader language under the hood. All of them have some “tool” that is used to assemble these directed graphs that in turn generate some shader code.
Why? The limitations are quite simple. I’d love to see them removed, i know it’s most likely not going to happen, but i’m really curious why
You can do all kinds of stuff with the current system, it’s just very verbose, and some bugs are defended as features, this could easily change. Again, i’m talking about
ShaderMaterial who or what makes it, i don’t really care about.
That’s not surprising, and of course it’s fine to use
eval in experiments like this. The problem is that it’s never going to get accepted into any production code.
Do you know why? The way to avoid it is of course, just to make your own simple parser and not use three’s internal one, but then you have 150kb of the library sitting around doing nothing.