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<title>3ner.git/Scripts/Fold/Editor/FoldNodeSerialized.cs, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
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<updated>2026-01-13T03:31:54+00:00</updated>
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<title>Fold: move from visual programming to fluent builder</title>
<updated>2026-01-13T03:31:54+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-01-13T03:31:54+00:00</published>
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<entry>
<title>Fold: implement dynamic branching in shader</title>
<updated>2026-01-03T01:32:14+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-01-03T00:21:34+00:00</published>
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Switch from static branching approach using per-op data and fixed
execution order to dynamic branching approach using dynamic data.
This confers the main benefit of letting us dynamically reorder ops and
duplicate them. It also lets us eliminate some of the plumbing tedium
whenever we want to add new ops.
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<entry>
<title>Fold: add Serialize() method to fold nodes</title>
<updated>2026-01-02T23:16:57+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-01-02T23:15:49+00:00</published>
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