Here's the ingredients panel :D

On the left are the ingredients themselves, seperated into Surface and Mesh ingredients, while on the right are the selected ingredient's settings.

Ingredients can be created using the + button at the bottom of either area, moved by clicking and dragging, and deleted by either dragging into into the bin, or by simply clicking the bin.

Ingredients can also be linked together, to share properties like Smoothness, Light Radius, etc - this can be done by toggling the chain on the side.

At the bottom of surface ingredients are Blending options, which are identical to Layer blending (see here)

Additionally at the top you can add, change the order of, hide and delete shader passes, which are duplicates of the model that contain their own set of ingredients (similar to shells, see below)- you can use these to add outlines and various other things.

Surface Ingredients
Surface Ingredients create the resulting output color - by calculating lighting and simulated surface detail such as through parallax occlusion mapping.

Scatters light. and colors it by the surface.
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Reflects lights and Reflection Probes, mixes with fresnel.
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Sub Surface Scattering
Scatters light through the mesh.
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Tangent Normals
Bends the surface normals of the ingredients after it to create fake detail.
Flat Normals
Straightens the normals of the ingredients after it to the face of the mesh.
Sets the depth of the ingredients after it from a heightmap, regardless of true occlusion.
Hover for comparison
Calculates the depth of the ingredients after it with a heightmap, properly occluding portions and carving silhouettess.
Hover for comparison.
(Documentation Coming Soon)
Glows regardless of lighting.
Completely unlit, not using any lighting.
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Mesh Ingredients
Mesh ingredients alter the physical form, dealing with displacement, subdivision/tessellation, and transparency.

Displaces, or pushes the vertices of the mesh.
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Treats the vertex position itself as a layer channel, allowing full control over the mesh.
(Documentation Coming Soon)
Duplicates the mesh and enlarges each one.
(Documentation Coming Soon)
Makes parts of the mesh see through.
(Documentation Coming Soon)
Increases the polygon count of the mesh.
(Documentation Coming Soon)
Makes the mesh rounder.
(Documentation Coming Soon)
To Wireframe
Converts the mesh to a wireframe.
(Documentation Coming Soon)
To Points
Converts the mesh to small points.
(Documentation Coming Soon)