Material Editor 2.0

At the moment, the only access to the geometry shader is World Position Offset (and World Displacement, if you turn on Tessellation). But if you want to make stuff like fur shading, which duplicates the model and offsets a translucent texture, there’s no way to do this in the shader. Also, loops would be very helpful so people making parallax occlusion and iterative shaders don’t need to literally build out 25 iterations.