A question about GPU generation

In 5.5, I’d like to ask that as an environmental art worker, how can I use GPU generation in PCG (Procedural Content Generation) to optimize my scenes? For example, when generating a forest on the terrain, how can I use GPU generation to replicate the behavior of previous nodes? Do I have to use HLSL (High-Level Shading Language), which also implies that this is a feature only intended for technical artists?