Slang
An open shader language and compiler toolchain extending HLSL-style syntax with modules, generics, interfaces, and automatic differentiation while targeting DXIL, SPIR-V, Metal, CUDA, and CPUs.
Why use it
Multi-backend projects can share a strongly structured shader library, reduce conditional duplication, and use reflection APIs for bindings, hot reload, and material tooling.
Where it fits
Find engines, frameworks, code libraries, version control, and production automation.
What to check
Feature maturity and driver behavior still differ by output target; pin compiler versions and maintain shader-compilation plus rendered-image regression on every graphics API you ship.