The feature is widely used. In our game, it’s one of the draws for the game, highly customizable characters (our game is a MMO brawler, C3 client Colyseus server). It’s also a key part of our monetization (purchasing dyes to color different parts of the player skins). We also use the Spine skins feature for further customization.
Each character is made of many quads to allow for lots of customization and players tend to color different part of the characters differently, so if an effect was used, we would need to change the FS uniforms and that would break the batching.
Perhaps our solution will be to stay with the webgl version of C3 (our favorite game engine). Will that be an option for a while? Similar to how we can still choose to enable worker mode or not?
I am definitely open to other ideas on this, so if there are alternatives for implementation I am willing to put in the hard work, porting shaders as needed or learning webGPU or using new feature of the new C3 renderer, etc.