- Finalized the Dissolve/Rematerialize Section - Overhauled the internal Lighting System and got rid of the secondary Lighting System. - Fixed Vertex Lighting NdL Shadows which didnt get properly calculated due to custom UV Shadow Ramp sampling complexity - Adapted the Shadow Caster Shadows for the Rim Light Function - Added a proper way to Lerp some functions between Indirect and Pixel Lights. - Directional Shadow Caster Shadows now have a little NPR touch and accepting Normal Maps. - Fixed a issue with the Flipbook Clamping the outer Pixel across the Mesh, this is now fixed thanks to Poiyomi ! - Added a new option to Outlines for Camera Clip Space scaling - Changed the ESv2 Rendering Method from "World Position" to "Vertex World Position" which isnt dependant on the World Space per se anymore. - Specular Highlights (internally) now grab the proper Shadow Ramp. - Updated the Manual