It's not the end of the world for web-only projects which can just target WGSL exclusively, but it's a pain in the ass for cross platform engines which now need to support Yet Another Shader Backend. From the old minutes:
> Eric B (Adobe): Creating a new high level language is a cardinal sin. Don’t. Do. That. Don’t want to rewrite all my shaders AGAIN.
> Jesse B (Unity): If we can transcode to HLSL to whatever you need, great. If we can’t, we may not support your platform at all.
> Eric B: Would really not like even to write another transcoder. If there’s an existing tool to get to an intermediate representation, that’s good. Would suggest SPIRV is an EXCELLENT existing intermediate representation.