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Sorry it took a while, but I managed to get in a bunch of new features and fixed some previous issues.
I'll also make a video or another post with more details tomorrow when I have time, that way I can demonstrate the new features and show how to use all of the new params and apply effects to dynamic layers in the new TestCharacterEffect3 demo.
I also ran into an issue with the BloomFilter not working with emissive values from a blended layer, since the PBRGlow.frag shader uses the initial emissiveMap for bloom and ignores any changes to the final emissve value that get made by the blend layers in this shader. So that might require a unique fragment shader written for Bloom with this shader, but hopefully I can find an easier solution than that.
Let me know if anything looks wrong or if you have any issues merging this code, but I think I did it right this time so it should be consistent with your current master branch.