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Hi! Fair question. This one is tagged as AI-generated because AI was involved in producing it — hence the label.

Some background: the original shader was written for my Unity Asset Store pack with AI assistance, and later I used AI again to rewrite it for Godot. So the tag covers the whole history of this one, not just the port.

Where I'd draw the line: shader code and tooling are one thing, actual art assets are another. My models, environments and textures are hand-made and I have no plans to change that. If AI is involved in anything I release, it gets tagged, every time.

— Maciej / EmacEArt

Thank you for clarifying!

No problem. And since the topic came up — the thing I just put up is exactly that case: a stylized grass shader, ported from my Unity pack over to Godot 4. The Godot rewrite was done with Claude: translating the HLSL logic into Godot's shading language and tracking down where the two engines disagree.

The whole Godot project is free, so anyone can open it up and see what's inside: https://emaceart.itch.io/emaceart-stylized-grass-grass-shader-for-godot-4

This is my first release for Godot, so I'd really like feedback on it — what breaks on your setup, what's missing, what you'd do differently. I want to keep improving the shader and reviews from actual users are the fastest way to get there.

Art side stays as I said — models, textures and environments are mine.

— Maciej / EmacEArt