I think you did not fully understand the thing with the shaders. One of the advantages of gamestudio shader method is that they dont explode in variations. You use shader functions like light sampling or ambient calculation from a library, and when something is changed with overall lighting, the functions change but your shader does not change. The same shader works for models or level blocks with or without lightmaps and so on. So you only have one shader for one effect. When I write something like lets say a surface wobbling effect, I knowthat the shader works everywhere and with dynamic light or sun light as well, I do not need to write 10 shader variants. The shader is very short because it mostly only contains my code, the rest is from the library. This is much better than a graphical shader editor that does not allow you to write own shader effects.