Thank you very much for the kind words! I'm 100% going to be doing more, just wrapping up all the family business I've been out on. But shouldn't be long now.
Another shade of knowledge. Though Godot's shader graph isn't too dissimilar to Blender's, with which I am very familiar. I always preferred shader graphs. I think they encourages a lot more experimentation since you can just plug things together in creative ways and see what happens. That's pretty much how I wound up with my semi-procedural skin shader in blender, of which I am quite proud.
Lol for sure, I love shader graphs, I sometimes have an easier time with complex subjects doing it in raw code, but for the most part everything can typically be done in just shader graph. Most of the stuff for Hermit was done via shader graph actually.