Can't seem to use Metal shaders with UPBGE (Apple Silicon)

Asking a shader-related question in the context of UPBGE 0.44. I have used the engine and while Metal is a good step forward, there is one issue.

I can’t seem to use it in 2D Filters. If I assign a .metal file that simply turns the screen red, it won’t affect the view unlike with glsl.

I also am unable to use metal at all when it comes to scripting it on objects.

Can anyone show me the reason why I can’t do it? Hope this is not a bug.

Metal Backend on macOS

Blender has introduced an Metal backend for macOS, complementing the Vulkan backend on other platforms.
In UPBGE 0.44, this backend can be enabled on Apple Silicon or Intel-based Macs.

Key benefits:

  • Improved performance and smoother viewport interaction.
  • Better memory management and integration with macOS graphics APIs.

Current limitations:

  • Some features may be unsupported or unstable.

Ah. I was wondering why 2D filters and shader scripts weren’t working.

They will be added in a future version soon I assume.

I also assume the occasional libc++ kinks will also be fixed in the future.

I also wonder if BL_Shader could make a comeback as a version adapted for the Metal backend and Vulkan backend as well. BL_Shader was great and with 0.3X, it was deprecated.

The deprecation of BL_Shader meant that setting a shader on an object was nearly impossible. I really appreciated how straightforward BL_Shader was for years, and I would love to see that feature make a return in some form or another for Metal and Vulkan.

After all, I would love to make very unique effects on an object using Metal, but the gpu module is too complex. The old BL_Shader module was much more simple, and I wish things were straightforward for assigning shaders to objects again like in 2.79b.