Material Editor 2.0

For the old fur shading you are talking about you just need multiple passes. Every pass expanding the model a bit. Don’t need DX11 features for it.

I made it using the default blueprint visualization. The numbers are just there to show the defaults. I don’t know what you mean with “how do you figure out which pixel you print the numbers for”. All those numbers are still there right now. In some cases they might be useless, like for example the normal so that could be hidden.