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When learning shaders most tend to overcomplicate common practices like noise or color corrections. Here are 5 common noob mistakes:

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1. Noise: Noise is everywhere and there are several options like Value noise, Perlin noise and Simplex noise. Some will say that Simplex noise is faster (only in higher dimensions) or Perlin looks better, but most of the time a noise texture is faster and easier

Texture sampling is cheap and you can pre-compute complex noise, GPUs are well-optimized for it and it's easy to make the noise tile if you need that. You can take it a little further by implementing cubic interpolation, which smooths out the blending: mini.gmshaders.com/p/gm-shaders...

If you do need procedural noise, cubic Value noise is good, easy to understand and implement. Use Perlin Noise if you need a little extra quality, but not as necessary with multiple octaves. Read more about the different noise options here: mini.gmshaders.com/p/gm-shaders...

2. Trigonometry: Shader programming often involves mapping between different coordinate spaces. You might have to convert between cartesian and polar or other more advanced projections. In this, we tend to take more steps than necessary.

I always really value your sharing on the topic. I think in many cases I'm not in a place to understand but I always find myself coming back when something clicks and I remember you posted about it. Thanks for all you do.