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<title>3ner.git/instancing.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
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<updated>2026-02-17T00:36:24+00:00</updated>
<entry>
<title>Add instancing distance culling, scale deformation</title>
<updated>2026-02-17T00:36:24+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-02-17T00:32:00+00:00</published>
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* GPU instance distance culling now takes a min/max range
* Fold recovers ops from material, allowing state to persist across
  editor restarts
* Add scale node to vertex deformation framework
* Remove fold presets - dumb LLM idea, unused
* Drop more "undeform" code; unused, was for ray marching, which does
  not work well
* Fix reflection energy compensation; was using cloth math, which makes
  things too bright
</content>
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<entry>
<title>Grass: add crude instancing code</title>
<updated>2026-01-18T22:59:59+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
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<published>2026-01-18T22:59:59+00:00</published>
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<entry>
<title>Impostors: begin optimization work</title>
<updated>2026-01-18T16:52:18+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-01-18T16:52:18+00:00</published>
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<entry>
<title>oops, add instancing cginc</title>
<updated>2026-01-15T06:08:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2026-01-15T06:08:29+00:00</published>
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