0.9.6
Shader families now include a "meshlayer" value to specify the vertex shader to be used. Previously I was using a single shader for everything, the system is now supports all the various shader families.
Shader families will no longer use a separate "shadow" group, but instead "depthPass" will always be used, for both the forward Z pass and for shadow renders.
Imposters now have their own shader family, and it works with mesh layers. Some additional work is needed on lighting, but it's working well.
Mesh layers will now skip rendering of shadows, for meshes that have a material with shadows disabled.
Fixed compile errors in imposter shaders.