Just had a thought, that the single best addition to material editor at this point would be adding a Pass Switch material expression. It would allow you to have separate node networks for each pass, the material is rendered in. You can already have this behavior using custom node #if, but certain passes are inaccessible and some passes use simplified shaders, that do not rely on material code, (such as shadow depth rendering for solid objects without WPO, for example).
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