Lol, nah! 😃
Even the simplest of those visual shaders tend to look like rocket science. The excessive box+noodles representation makes it look like something very important and complicated is going on 🤓
Imho, working with visuals is quite cumbersome compared to coding it. I mean, this is a couple lines of code shader.
shader_type canvas_item;
uniform float spacing = .05;
uniform vec2 repeat = vec2(5.0, 5.0);
void fragment() {
vec2 uvt = fract(UV*repeat);
vec2 mask = vec2(spacing);
vec2 t = step(uvt, mask) + step(vec2(1.0)-mask, uvt);
COLOR.rgb = vec3(t.x + t.y);
}
And thinking of it, visual shaders are not really that visual. There's heaps more text in a visual shader than in its coded equivalent. To make things worse, it's scattered all over the screen, in contrast to code where everything flows in sequence.