versions 2.3 – available here: Download Page
Added 2 new texture inputs
a mask to remove rimlighting from unwanted areas
a mask for the cubemap reflection, for example to isolate metal bits
I changed the way back face shading is done – instead of using the faceforward() function to invert the normals (as this causes some shading errors along the silhouette), I am now doing a 2 pass method. A pass is rendered for the back faces and a second pass for the front faces is layered on top. This is much more expensive as the geometry is rendered twice but you get perfect results.
Thanks to Richard Smith for the feedback leading to these updates.