I just saw this post - You are welcome!
I am happy if it is useful for your projects.
We didn't implement all the standard materials other drivers offer since we don't need them in our project.
We require more customized materials/effects so we usually just write our own shaders.
Standard shadows are also not supported. We run our own implementation of shadowmapping based on XEffects.
The shaderpipeline is working great for us so far - when we encounter an error there we usually fix it right away in IrrlichtExtended.
Shaderc
https://bkaradzic.github.io/bgfx/tools.html needs some time getting used to but once you get used to it, building
shaders for all rendering backends is easy.
Here is a sceenshot of a teststate of the game we are currently developing - using the bgfx renderer for: (triplanar mapping,multitexturing of the terrain with a splatmap, xeffects, gpu particles...)
Whole source of the game we are currently building can be found here:
https://gitlab.com/JFT/BT_By_KT
If you want to add features to the bgfx driver - you are welcome to help.