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index 317c962cedd27f325ba9bd46acf7b74145f279cd..84f887ce14e450bdf053dd218a278173c49a658c 100644
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index 344a15f1ac7cafde4d666a84c73c3536b533ce7b..7dbaeb8d35a67b3f9504258f8aa34ce0c7459787 100644
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rename from Assets/Resources/Models/Weapons/tommy-gun/textures/bullet_low_Material__90_Roughness.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/bullet_low_Material__90_Roughness.png
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/bullet_low_Material__90_Roughness.png.meta b/Assets/_Resources/Models/Weapons/tommy-gun/textures/bullet_low_Material__90_Roughness.png.meta
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/bullet_low_Material__90_Roughness.png.meta
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/bullet_low_Material__90_Roughness.png.meta
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_BaseColor.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_BaseColor.png
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_BaseColor.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_BaseColor.png
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similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_BaseColor.png.meta
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_BaseColor.png.meta
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Metallic.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Metallic.png
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Metallic.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Metallic.png
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similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Metallic.png.meta
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Metallic.png.meta
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Normal.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Normal.png
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Normal.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Normal.png
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similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Normal.png.meta
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diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Roughness.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Roughness.png
similarity index 100%
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rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Roughness.png
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Roughness.png.meta b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Roughness.png.meta
similarity index 100%
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rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__26_Roughness.png.meta
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_BaseColor.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_BaseColor.png
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_BaseColor.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_BaseColor.png
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rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_BaseColor.png.meta
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Metallic.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Metallic.png
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Metallic.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Metallic.png
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similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Metallic.png.meta
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Metallic.png.meta
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Normal.png b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Normal.png
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Normal.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Normal.png
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similarity index 100%
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rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Normal.png.meta
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similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Roughness.png
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Roughness.png
diff --git a/Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Roughness.png.meta b/Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Roughness.png.meta
similarity index 100%
rename from Assets/Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Roughness.png.meta
rename to Assets/_Resources/Models/Weapons/tommy-gun/textures/xport500_Material__31_Roughness.png.meta
diff --git a/Assets/_Resources/NiloInvLerpRemap.hlsl b/Assets/_Resources/NiloInvLerpRemap.hlsl
new file mode 100644
index 0000000000000000000000000000000000000000..f9d921303ae0e725e1305d13aa118ba1ad46c0ee
--- /dev/null
+++ b/Assets/_Resources/NiloInvLerpRemap.hlsl
@@ -0,0 +1,22 @@
+// https://github.com/ronja-tutorials/ShaderTutorials/blob/master/Assets/047_InverseInterpolationAndRemap/Interpolation.cginc
+// edit float to half for optimization, because we usually use this to process color data(half)
+
+#ifndef Include_NiloInvLerpRemap
+#define Include_NiloInvLerpRemap
+
+// just like smoothstep(), but linear, not clamped
+half invLerp(half from, half to, half value) 
+{
+    return (value - from) / (to - from);
+}
+half invLerpClamp(half from, half to, half value)
+{
+    return saturate(invLerp(from,to,value));
+}
+// full control remap, but slower
+half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value)
+{
+    half rel = invLerp(origFrom, origTo, value);
+    return lerp(targetFrom, targetTo, rel);
+}
+#endif
diff --git a/Assets/_Resources/NiloInvLerpRemap.hlsl.meta b/Assets/_Resources/NiloInvLerpRemap.hlsl.meta
new file mode 100644
index 0000000000000000000000000000000000000000..1b2ddda02549301e366bf11b481fb37922885bd2
--- /dev/null
+++ b/Assets/_Resources/NiloInvLerpRemap.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: e90d91777380f2f4ca4ba6ea35959585
+ShaderIncludeImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Resources/NiloOutlineUtil.hlsl b/Assets/_Resources/NiloOutlineUtil.hlsl
new file mode 100644
index 0000000000000000000000000000000000000000..11d3330726d7562f7966cf06b4dd7a576e04e8b6
--- /dev/null
+++ b/Assets/_Resources/NiloOutlineUtil.hlsl
@@ -0,0 +1,53 @@
+// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
+
+#ifndef Include_NiloOutlineUtil
+#define Include_NiloOutlineUtil
+
+// If your project has a faster way to get camera fov in shader, you can replace this slow function to your method.
+// For example, you write cmd.SetGlobalFloat("_CurrentCameraFOV",cameraFOV) using a new RendererFeature in C#.
+// For this tutorial shader, we will keep things simple and use this slower but convenient method to get camera fov
+float GetCameraFOV()
+{
+    //https://answers.unity.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html
+    float t = unity_CameraProjection._m11;
+    float Rad2Deg = 180 / 3.1415;
+    float fov = atan(1.0f / t) * 2.0 * Rad2Deg;
+    return fov;
+}
+float ApplyOutlineDistanceFadeOut(float inputMulFix)
+{
+    //make outline "fadeout" if character is too small in camera's view
+    return saturate(inputMulFix);
+}
+float GetOutlineCameraFovAndDistanceFixMultiplier(float positionVS_Z)
+{
+    float cameraMulFix;
+    if(unity_OrthoParams.w == 0)
+    {
+        ////////////////////////////////
+        // Perspective camera case
+        ////////////////////////////////
+
+        // keep outline similar width on screen accoss all camera distance       
+        cameraMulFix = abs(positionVS_Z);
+
+        // can replace to a tonemap function if a smooth stop is needed
+        cameraMulFix = ApplyOutlineDistanceFadeOut(cameraMulFix);
+
+        // keep outline similar width on screen accoss all camera fov
+        cameraMulFix *= GetCameraFOV();       
+    }
+    else
+    {
+        ////////////////////////////////
+        // Orthographic camera case
+        ////////////////////////////////
+        float orthoSize = abs(unity_OrthoParams.y);
+        orthoSize = ApplyOutlineDistanceFadeOut(orthoSize);
+        cameraMulFix = orthoSize * 50; // 50 is a magic number to match perspective camera's outline width
+    }
+
+    return cameraMulFix * 0.00005; // mul a const to make return result = default normal expand amount WS
+}
+#endif
+
diff --git a/Assets/_Resources/NiloOutlineUtil.hlsl.meta b/Assets/_Resources/NiloOutlineUtil.hlsl.meta
new file mode 100644
index 0000000000000000000000000000000000000000..888e54c4479450f61b2fe7cb349340bf7114e869
--- /dev/null
+++ b/Assets/_Resources/NiloOutlineUtil.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b4fb1331fbfd96c46aaddc7e9ca91b1f
+ShaderIncludeImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Resources/NiloZOffset.hlsl b/Assets/_Resources/NiloZOffset.hlsl
new file mode 100644
index 0000000000000000000000000000000000000000..96128cf991cb05292d15c48a32f051b1e0e24da2
--- /dev/null
+++ b/Assets/_Resources/NiloZOffset.hlsl
@@ -0,0 +1,38 @@
+// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
+
+#ifndef Include_NiloZOffset
+#define Include_NiloZOffset
+
+// Push an imaginary vertex towards camera in view space (linear, view space unit), 
+// then only overwrite original positionCS.z using imaginary vertex's result positionCS.z value
+// Will only affect ZTest ZWrite's depth value of vertex shader
+
+// Useful for:
+// -Hide ugly outline on face/eye
+// -Make eyebrow render on top of hair
+// -Solve ZFighting issue without moving geometry
+float4 NiloGetNewClipPosWithZOffset(float4 originalPositionCS, float viewSpaceZOffsetAmount)
+{
+    if(unity_OrthoParams.w == 0)
+    {
+        ////////////////////////////////
+        //Perspective camera case
+        ////////////////////////////////
+        float2 ProjM_ZRow_ZW = UNITY_MATRIX_P[2].zw;
+        float modifiedPositionVS_Z = -originalPositionCS.w + -viewSpaceZOffsetAmount; // push imaginary vertex
+        float modifiedPositionCS_Z = modifiedPositionVS_Z * ProjM_ZRow_ZW[0] + ProjM_ZRow_ZW[1];
+        originalPositionCS.z = modifiedPositionCS_Z * originalPositionCS.w / (-modifiedPositionVS_Z); // overwrite positionCS.z
+        return originalPositionCS;    
+    }
+    else
+    {
+        ////////////////////////////////
+        //Orthographic camera case
+        ////////////////////////////////
+        originalPositionCS.z += -viewSpaceZOffsetAmount / _ProjectionParams.z; // push imaginary vertex and overwrite positionCS.z
+        return originalPositionCS;
+    }
+}
+
+#endif
+
diff --git a/Assets/_Resources/NiloZOffset.hlsl.meta b/Assets/_Resources/NiloZOffset.hlsl.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6d6aa2cbb98c04a32b4f453327eea6fde7b2b5db
--- /dev/null
+++ b/Assets/_Resources/NiloZOffset.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 561f1bd75b51f2641ace99fb864f8cab
+ShaderIncludeImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Resources/PhysicsMaterial.meta b/Assets/_Resources/PhysicsMaterial.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial.meta
rename to Assets/_Resources/PhysicsMaterial.meta
diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials.meta
rename to Assets/_Resources/PhysicsMaterial/Imported Materials.meta
diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat b/Assets/_Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat
similarity index 63%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat
index 1ae8614470016ed48adffaff4e5a8639098863b6..f0065688d30e1d3f6b18aa54bcd7b9389539bd27 100644
--- a/Assets/Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat	
+++ b/Assets/_Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat	
@@ -8,12 +8,13 @@ Material:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: ArchesMaterial
-  m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0}
+  m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
   m_Parent: {fileID: 0}
   m_ModifiedSerializedProperties: 0
   m_ValidKeywords:
   - _EMISSION
   - _NORMALMAP
+  - _SPECULAR_SETUP
   m_InvalidKeywords:
   - _LIGHTMAPPING_DYNAMIC_LIGHTMAPS
   - _LIGHTMAPPING_REALTIME
@@ -22,12 +23,18 @@ Material:
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
-  stringTagMap: {}
-  disabledShaderPasses: []
+  stringTagMap:
+    RenderType: Opaque
+  disabledShaderPasses:
+  - MOTIONVECTORS
   m_LockedProperties: 
   m_SavedProperties:
     serializedVersion: 3
     m_TexEnvs:
+    - _BaseMap:
+        m_Texture: {fileID: 2800000, guid: f991c5ebb40b5db42b9505a1a96c5ffa, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
     - _BumpMap:
         m_Texture: {fileID: 2800000, guid: 9f5b2bd0e9ae86a4588ddf76b5ddc700, type: 3}
         m_Scale: {x: 1, y: 1}
@@ -49,7 +56,11 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: f991c5ebb40b5db42b9505a1a96c5ffa, type: 3}
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _MetallicGlossMap:
+        m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _Occlusion:
@@ -68,28 +79,59 @@ Material:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
+    - unity_Lightmaps:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - unity_LightmapsInd:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - unity_ShadowMasks:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
+    - _AddPrecomputedVelocity: 0
+    - _AlphaClip: 0
     - _AlphaTestRef: 0.5
+    - _AlphaToMask: 0
+    - _Blend: 0
+    - _BlendModePreserveSpecular: 1
     - _BumpScale: 1
+    - _ClearCoatMask: 0
+    - _ClearCoatSmoothness: 0
+    - _Cull: 2
     - _Cutoff: 0.5
+    - _DetailAlbedoMapScale: 1
     - _DetailNormalMapScale: 1
     - _DstBlend: 0
+    - _DstBlendAlpha: 0
     - _EmissionScaleUI: 1
+    - _EnvironmentReflections: 1
     - _GlossMapScale: 1
     - _Glossiness: 0.6
     - _GlossyReflections: 1
     - _Lightmapping: 1
+    - _Metallic: 0
     - _Mode: 0
     - _OcclusionStrength: 1
     - _Parallax: 0.02
+    - _QueueOffset: 0
+    - _ReceiveShadows: 1
     - _Shininess: 0.13197397
+    - _Smoothness: 0.6
     - _SmoothnessTextureChannel: 0
     - _SpecularHighlights: 1
     - _SrcBlend: 1
+    - _SrcBlendAlpha: 1
+    - _Surface: 0
     - _UVSec: 0
+    - _WorkflowMode: 0
     - _ZWrite: 1
     m_Colors:
+    - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
     - _Color: {r: 1, g: 1, b: 1, a: 1}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 0.99999994}
     - _EmissionColorUI: {r: 0, g: 0, b: 0, a: 1}
@@ -98,3 +140,16 @@ Material:
     - _SpecularColor: {r: 0.22745098, g: 0.22745098, b: 0.22745098, a: 1}
   m_BuildTextureStacks: []
   m_AllowLocking: 1
+--- !u!114 &7121657022824670770
+MonoBehaviour:
+  m_ObjectHideFlags: 11
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  version: 9
diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat.meta
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/ArchesMaterial.mat.meta
diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/BatMaterial.mat b/Assets/_Resources/PhysicsMaterial/Imported Materials/BatMaterial.mat
similarity index 63%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/BatMaterial.mat
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/BatMaterial.mat
index 474d585ecaba8e2a7096fd7cdb7735bb1355bf6b..1834d0d17f3f108af67bcc6fea5a40c2b83c8ab9 100644
--- a/Assets/Resources/PhysicsMaterial/Imported Materials/BatMaterial.mat	
+++ b/Assets/_Resources/PhysicsMaterial/Imported Materials/BatMaterial.mat	
@@ -8,13 +8,15 @@ Material:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: BatMaterial
-  m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0}
+  m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
   m_Parent: {fileID: 0}
   m_ModifiedSerializedProperties: 0
   m_ValidKeywords:
   - _EMISSION
+  - _METALLICSPECGLOSSMAP
   - _NORMALMAP
   - _SPECGLOSSMAP
+  - _SPECULAR_SETUP
   m_InvalidKeywords:
   - _LIGHTMAPPING_DYNAMIC_LIGHTMAPS
   - _LIGHTMAPPING_REALTIME
@@ -23,12 +25,18 @@ Material:
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
-  stringTagMap: {}
-  disabledShaderPasses: []
+  stringTagMap:
+    RenderType: Opaque
+  disabledShaderPasses:
+  - MOTIONVECTORS
   m_LockedProperties: 
   m_SavedProperties:
     serializedVersion: 3
     m_TexEnvs:
+    - _BaseMap:
+        m_Texture: {fileID: 2800000, guid: 028342423eafc3a4d8ea4788371d744d, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
     - _BumpMap:
         m_Texture: {fileID: 2800000, guid: 7ec2ffe965607c34fa4bcae2863815d8, type: 3}
         m_Scale: {x: 1, y: 1}
@@ -50,7 +58,11 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: 028342423eafc3a4d8ea4788371d744d, type: 3}
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _MetallicGlossMap:
+        m_Texture: {fileID: 0}
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         m_Offset: {x: 0, y: 0}
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similarity index 62%
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similarity index 100%
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similarity index 63%
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+++ b/Assets/_Resources/PhysicsMaterial/Imported Materials/ClockMaterial.mat	
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/ClockMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/ClockMaterial.mat.meta
similarity index 100%
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similarity index 62%
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similarity index 63%
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similarity index 100%
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similarity index 100%
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similarity index 63%
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index 6481259cbee3329cf9d68e9e716edd7eac5d07ec..a58d9847793b79bb1caa54055e32d80e9404bc8d 100644
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+++ b/Assets/_Resources/PhysicsMaterial/Imported Materials/FiretruckMaterial.mat	
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/FiretruckMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/FiretruckMaterial.mat.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/FiretruckMaterial.mat.meta
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similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/FlareParticleMaterial.mat
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/FlareParticleMaterial.mat
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similarity index 100%
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similarity index 57%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/FluffParticleMaterial.mat
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+++ b/Assets/_Resources/PhysicsMaterial/Imported Materials/FluffParticleMaterial.mat	
@@ -1,5 +1,18 @@
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/FluffParticleMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/FluffParticleMaterial.mat.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/FluffParticleMaterial.mat.meta
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/FluffParticleMaterial.mat.meta
diff --git a/Assets/_Resources/PhysicsMaterial/Imported Materials/GunMaterial.mat b/Assets/_Resources/PhysicsMaterial/Imported Materials/GunMaterial.mat
new file mode 100644
index 0000000000000000000000000000000000000000..208d99a5ce53ee886a2e206bca6d155e0e0c6f27
--- /dev/null
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/GunMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/GunMaterial.mat.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/GunMaterial.mat.meta
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/GunMaterial.mat.meta
diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/HearseMaterial.mat b/Assets/_Resources/PhysicsMaterial/Imported Materials/HearseMaterial.mat
similarity index 63%
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similarity index 100%
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similarity index 66%
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/RobotMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/RobotMaterial.mat.meta
similarity index 100%
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/SpinningTopMaterial.mat b/Assets/_Resources/PhysicsMaterial/Imported Materials/SpinningTopMaterial.mat
similarity index 63%
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similarity index 100%
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+        m_Scale: {x: 1, y: 1}
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+    - _DetailAlbedoMapScale: 1
     - _DetailNormalMapScale: 1
     - _DstBlend: 0
+    - _DstBlendAlpha: 0
     - _EmissionScaleUI: 0.4
+    - _EnvironmentReflections: 1
     - _GlossMapScale: 1
     - _Glossiness: 0
     - _GlossyReflections: 1
     - _Lightmapping: 1
+    - _Metallic: 0
     - _Mode: 0
     - _OcclusionStrength: 1
     - _Parallax: 0.02
+    - _QueueOffset: 0
+    - _ReceiveShadows: 1
     - _RimPower: 2.375
     - _Shininess: 0.15077282
+    - _Smoothness: 1
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     - _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/ZombearMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/ZombearMaterial.mat.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/ZombearMaterial.mat.meta
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/ZombearMaterial.mat.meta
diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat b/Assets/_Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat
similarity index 55%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat
index 651fff6225f331104c5c4d9473e4b3e14d2b3072..8995f1b1ecf719e010bf7df48247c0198849848e 100644
--- a/Assets/Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat	
+++ b/Assets/_Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat	
@@ -1,23 +1,57 @@
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diff --git a/Assets/Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat.meta b/Assets/_Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat.meta
rename to Assets/_Resources/PhysicsMaterial/Imported Materials/ZombunnyMaterial.mat.meta
diff --git a/Assets/Resources/PhysicsMaterial/Slippery.physicMaterial b/Assets/_Resources/PhysicsMaterial/Slippery.physicMaterial
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Slippery.physicMaterial
rename to Assets/_Resources/PhysicsMaterial/Slippery.physicMaterial
diff --git a/Assets/Resources/PhysicsMaterial/Slippery.physicMaterial.meta b/Assets/_Resources/PhysicsMaterial/Slippery.physicMaterial.meta
similarity index 100%
rename from Assets/Resources/PhysicsMaterial/Slippery.physicMaterial.meta
rename to Assets/_Resources/PhysicsMaterial/Slippery.physicMaterial.meta
diff --git a/Assets/Resources/Renderer.meta b/Assets/_Resources/Renderer.meta
similarity index 100%
rename from Assets/Resources/Renderer.meta
rename to Assets/_Resources/Renderer.meta
diff --git a/Assets/Resources/Renderer/URP_Renderer.asset b/Assets/_Resources/Renderer/URP_Renderer.asset
similarity index 100%
rename from Assets/Resources/Renderer/URP_Renderer.asset
rename to Assets/_Resources/Renderer/URP_Renderer.asset
diff --git a/Assets/Resources/Renderer/URP_Renderer.asset.meta b/Assets/_Resources/Renderer/URP_Renderer.asset.meta
similarity index 100%
rename from Assets/Resources/Renderer/URP_Renderer.asset.meta
rename to Assets/_Resources/Renderer/URP_Renderer.asset.meta
diff --git a/Assets/Resources/Renderer/URP_Renderer_Renderer.asset b/Assets/_Resources/Renderer/URP_Renderer_Renderer.asset
similarity index 100%
rename from Assets/Resources/Renderer/URP_Renderer_Renderer.asset
rename to Assets/_Resources/Renderer/URP_Renderer_Renderer.asset
diff --git a/Assets/Resources/Renderer/URP_Renderer_Renderer.asset.meta b/Assets/_Resources/Renderer/URP_Renderer_Renderer.asset.meta
similarity index 100%
rename from Assets/Resources/Renderer/URP_Renderer_Renderer.asset.meta
rename to Assets/_Resources/Renderer/URP_Renderer_Renderer.asset.meta
diff --git a/Assets/_Resources/SimpleGenshinFacial.shader b/Assets/_Resources/SimpleGenshinFacial.shader
new file mode 100644
index 0000000000000000000000000000000000000000..507edebeac51c8bf6b86d9f76987ec0b21ff8085
--- /dev/null
+++ b/Assets/_Resources/SimpleGenshinFacial.shader
@@ -0,0 +1,305 @@
+// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
+
+/*
+This shader is a simple example showing you how to write your first URP custom lit shader with "minimum" shader code.
+You can use this shader as a starting point, add/edit code to develop your own custom lit shader for URP10.3.2 or above.
+
+*Usually, just by editing "SimpleGenshinFacial_LightingEquation.hlsl" alone can control most of the visual result.
+
+This shader includes 5 passes:
+0.ForwardLit    pass    (this pass will always render to the color buffer _CameraColorTexture)
+1.Outline       pass    (this pass will always render to the color buffer _CameraColorTexture)
+2.ShadowCaster  pass    (only for URP's shadow mapping, this pass won't render at all if your character don't cast shadow)
+3.DepthOnly     pass    (only for URP's depth texture _CameraDepthTexture's rendering, this pass won't render at all if your project don't render URP's offscreen depth prepass)
+4.DepthNormals  pass    (only for URP's normal texture _CameraNormalsTexture's rendering)
+
+*Because most of the time, you use this toon lit shader for unique characters, so all lightmap & GPU instancing related code are removed for simplicity.
+*For batching, we only rely on SRP batcher, which is the most practical batching method in URP for rendering lots of unique skinnedmesh characters
+
+*In this shader, we choose static uniform branching over "shader_feature & multi_compile" for some of the togglable feature like "_UseEmission","_UseOcclusion"..., 
+because:
+- we want to avoid this shader's build time takes too long (2^n)
+- we want to avoid rendering spike when a new shader variant was seen by the camera first time (create GPU program)
+- we want to avoid increasing ShaderVarientCollection's complexity
+- we want to avoid shader size becomes too large easily (2^n)
+- we want to avoid breaking SRP batcher's batching because SRP batcher is per shader variant batching, not per shader
+- all modern GPU(include newer mobile devices) can handle static uniform branching with "almost" no performance cost
+*/
+Shader "SimpleURPToonLitExample(With Outline)"
+{
+    Properties
+    {
+        [Header(High Level Setting)]
+        [ToggleUI]_IsFace("Is Face? (please turn on if this is a face material)", Float) = 0
+        [ToggleUI]_UseFaceShadowMap("_UseFaceShadowMap (please turn on this if using dynamic face shadow map)", Float) = 0
+
+        // all properties will try to follow URP Lit shader's naming convention
+        // so switching your URP lit material's shader to this toon lit shader will preserve most of the original properties if defined in this shader
+
+        // for URP Lit shader's naming convention, see URP's Lit.shader
+        [Header(Base Color)]
+        [MainTexture]_BaseMap("_BaseMap (Albedo)", 2D) = "white" {}
+        [HDR][MainColor]_BaseColor("_BaseColor", Color) = (1,1,1,1)
+
+        [Header(Alpha)]
+        [Toggle(_UseAlphaClipping)]_UseAlphaClipping("_UseAlphaClipping", Float) = 0
+        _Cutoff("_Cutoff (Alpha Cutoff)", Range(0.0, 1.0)) = 0.5
+
+        [Header(Emission)]
+        [Toggle]_UseEmission("_UseEmission (on/off Emission completely)", Float) = 0
+        [HDR] _EmissionColor("_EmissionColor", Color) = (0,0,0)
+        _EmissionMulByBaseColor("_EmissionMulByBaseColor", Range(0,1)) = 0
+        [NoScaleOffset]_EmissionMap("_EmissionMap", 2D) = "white" {}
+        _EmissionMapChannelMask("_EmissionMapChannelMask", Vector) = (1,1,1,0)
+
+        [Header(Occlusion)]
+        [Toggle]_UseOcclusion("_UseOcclusion (on/off Occlusion completely)", Float) = 0
+        _OcclusionStrength("_OcclusionStrength", Range(0.0, 1.0)) = 1.0
+        [NoScaleOffset]_OcclusionMap("_OcclusionMap", 2D) = "white" {}
+        _OcclusionMapChannelMask("_OcclusionMapChannelMask", Vector) = (1,0,0,0)
+        _OcclusionRemapStart("_OcclusionRemapStart", Range(0,1)) = 0
+        _OcclusionRemapEnd("_OcclusionRemapEnd", Range(0,1)) = 1
+
+        [Header(Lighting)]
+        _IndirectLightMinColor("_IndirectLightMinColor", Color) = (0.1,0.1,0.1,1) // can prevent completely black if lightprobe not baked
+        _IndirectLightMultiplier("_IndirectLightMultiplier", Range(0,1)) = 1
+        _DirectLightMultiplier("_DirectLightMultiplier", Range(0,1)) = 1
+        _CelShadeMidPoint("_CelShadeMidPoint", Range(-1,1)) = -0.5
+        _CelShadeSoftness("_CelShadeSoftness", Range(0,1)) = 0.05
+        _MainLightIgnoreCelShade("_MainLightIgnoreCelShade", Range(0,1)) = 0
+        _AdditionalLightIgnoreCelShade("_AdditionalLightIgnoreCelShade", Range(0,1)) = 0.9
+
+        [Header(Face Lighting)]
+        [NoScaleOffset]_FaceShadowMap("_FaceShadowMap", 2D) = "white" {}
+        _FaceDirectionOffset("_FaceDirectionOffset", Float) = 0
+        [ToggleUI]_FlipFaceDirection("_FlipFaceDirection", Float) = 0
+
+        [Header(Shadow mapping)]
+        _ReceiveShadowMappingAmount("_ReceiveShadowMappingAmount", Range(0,1)) = 0.65
+        _ReceiveShadowMappingPosOffset("_ReceiveShadowMappingPosOffset", Float) = 0
+        _ShadowMapColor("_ShadowMapColor", Color) = (1,0.825,0.78)
+
+        [Header(Outline)]
+        _OutlineWidth("_OutlineWidth (World Space)", Range(0,4)) = 1
+        _OutlineColor("_OutlineColor", Color) = (0.5,0.5,0.5,1)
+        _OutlineZOffset("_OutlineZOffset (View Space)", Range(0,1)) = 0.0001
+        [NoScaleOffset]_OutlineZOffsetMaskTex("_OutlineZOffsetMask (black is apply ZOffset)", 2D) = "black" {}
+        _OutlineZOffsetMaskRemapStart("_OutlineZOffsetMaskRemapStart", Range(0,1)) = 0
+        _OutlineZOffsetMaskRemapEnd("_OutlineZOffsetMaskRemapEnd", Range(0,1)) = 1
+    }
+    SubShader
+    {       
+        Tags 
+        {
+            // SRP introduced a new "RenderPipeline" tag in Subshader. This allows you to create shaders
+            // that can match multiple render pipelines. If a RenderPipeline tag is not set it will match
+            // any render pipeline. In case you want your subshader to only run in URP, set the tag to
+            // "UniversalPipeline"
+
+            // here "UniversalPipeline" tag is required, because we only want this shader to run in URP.
+            // If Universal render pipeline is not set in the graphics settings, this Subshader will fail.
+
+            // One can add a subshader below or fallback to Standard built-in to make this
+            // material work with both Universal Render Pipeline and Builtin Unity Pipeline
+
+            // the tag value is "UniversalPipeline", not "UniversalRenderPipeline", be careful!
+            // https://github.com/Unity-Technologies/Graphics/pull/1431/
+            "RenderPipeline" = "UniversalPipeline"
+
+            // explict SubShader tag to avoid confusion
+            "RenderType"="Opaque"
+            "UniversalMaterialType" = "Lit"
+            "Queue"="Geometry"
+        }
+        
+        // We can extract duplicated hlsl code from all passes into this HLSLINCLUDE section. Less duplicated code = Less error
+        HLSLINCLUDE
+
+        // all Passes will need this keyword
+        #pragma shader_feature_local_fragment _UseAlphaClipping
+
+        ENDHLSL
+
+        // [#0 Pass - ForwardLit]
+        // Shades GI, all lights, emission and fog in a single pass.
+        // Compared to Builtin pipeline forward renderer, URP forward renderer will
+        // render a scene with multiple lights with less drawcalls and less overdraw.
+        Pass
+        {               
+            Name "ForwardLit"
+            Tags
+            {
+                // "Lightmode" matches the "ShaderPassName" set in UniversalRenderPipeline.cs. 
+                // SRPDefaultUnlit and passes with no LightMode tag are also rendered by Universal Render Pipeline
+
+                // "Lightmode" tag must be "UniversalForward" in order to render lit objects in URP.
+                "LightMode" = "UniversalForward"
+            }
+
+            // explict render state to avoid confusion
+            // you can expose these render state to material inspector if needed (see URP's Lit.shader)
+            Cull Back
+            ZTest LEqual
+            ZWrite On
+            Blend One Zero
+
+            HLSLPROGRAM
+
+            // ---------------------------------------------------------------------------------------------
+            // Universal Render Pipeline keywords (you can always copy this section from URP's Lit.shader)
+            // When doing custom shaders you most often want to copy and paste these #pragmas
+            // These multi_compile variants are stripped from the build depending on:
+            // 1) Settings in the URP Asset assigned in the GraphicsSettings at build time
+            // e.g If you disabled AdditionalLights in the asset then all _ADDITIONA_LIGHTS variants
+            // will be stripped from build
+            // 2) Invalid combinations are stripped. e.g variants with _MAIN_LIGHT_SHADOWS_CASCADE
+            // but not _MAIN_LIGHT_SHADOWS are invalid and therefore stripped.
+            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+            #pragma multi_compile_fragment _ _SHADOWS_SOFT
+            // ---------------------------------------------------------------------------------------------
+            // Unity defined keywords
+            #pragma multi_compile_fog
+            // ---------------------------------------------------------------------------------------------
+
+            #pragma vertex VertexShaderWork
+            #pragma fragment ShadeFinalColor
+
+            // because this pass is just a ForwardLit pass, no need any special #define
+            // (no special #define)
+
+            // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
+            #include "SimpleGenshinFacial_Shared.hlsl"
+
+            ENDHLSL
+        }
+        
+        // [#1 Pass - Outline]
+        // Same as the above "ForwardLit" pass, but 
+        // -vertex position are pushed out a bit base on normal direction
+        // -also color is tinted
+        // -Cull Front instead of Cull Back because Cull Front is a must for all extra pass outline method
+        Pass 
+        {
+            Name "Outline"
+            Tags 
+            {
+                // IMPORTANT: don't write this line for any custom pass! else this outline pass will not be rendered by URP!
+                //"LightMode" = "UniversalForward" 
+
+                // [Important CPU performance note]
+                // If you need to add a custom pass to your shader (outline pass, planar shadow pass, XRay pass when blocked....),
+                // (0) Add a new Pass{} to your shader
+                // (1) Write "LightMode" = "YourCustomPassTag" inside new Pass's Tags{}
+                // (2) Add a new custom RendererFeature(C#) to your renderer,
+                // (3) write cmd.DrawRenderers() with ShaderPassName = "YourCustomPassTag"
+                // (4) if done correctly, URP will render your new Pass{} for your shader, in a SRP-batcher friendly way (usually in 1 big SRP batch)
+
+                // For tutorial purpose, current everything is just shader files without any C#, so this Outline pass is actually NOT SRP-batcher friendly.
+                // If you are working on a project with lots of characters, make sure you use the above method to make Outline pass SRP-batcher friendly!
+            }
+
+            Cull Front // Cull Front is a must for extra pass outline method
+
+            HLSLPROGRAM
+
+            // Direct copy all keywords from "ForwardLit" pass
+            // ---------------------------------------------------------------------------------------------
+            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
+            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
+            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+            #pragma multi_compile_fragment _ _SHADOWS_SOFT
+            // ---------------------------------------------------------------------------------------------
+            #pragma multi_compile_fog
+            // ---------------------------------------------------------------------------------------------
+
+            #pragma vertex VertexShaderWork
+            #pragma fragment ShadeFinalColor
+
+            // because this is an Outline pass, define "ToonShaderIsOutline" to inject outline related code into both VertexShaderWork() and ShadeFinalColor()
+            #define ToonShaderIsOutline
+
+            // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
+            #include "SimpleGenshinFacial_Shared.hlsl"
+
+            ENDHLSL
+        }
+        
+        // ShadowCaster pass. Used for rendering URP's shadowmaps
+        Pass
+        {
+            Name "ShadowCaster"
+            Tags{"LightMode" = "ShadowCaster"}
+
+            // more explict render state to avoid confusion
+            ZWrite On // the only goal of this pass is to write depth!
+            ZTest LEqual // early exit at Early-Z stage if possible            
+            ColorMask 0 // we don't care about color, we just want to write depth, ColorMask 0 will save some write bandwidth
+            Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader
+
+            HLSLPROGRAM
+
+            // the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block
+            // (so no need to write any multi_compile or shader_feature in this pass)
+
+            #pragma vertex VertexShaderWork
+            #pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need shading
+
+            // because it is a ShadowCaster pass, define "ToonShaderApplyShadowBiasFix" to inject "remove shadow mapping artifact" code into VertexShaderWork()
+            #define ToonShaderApplyShadowBiasFix
+
+            // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
+            #include "SimpleGenshinFacial_Shared.hlsl"
+
+            ENDHLSL
+        }
+
+        // DepthOnly pass. Used for rendering URP's offscreen depth prepass (you can search DepthOnlyPass.cs in URP package)
+        // For example, when depth texture is on, we need to perform this offscreen depth prepass for this toon shader. 
+        Pass
+        {
+            Name "DepthOnly"
+            Tags{"LightMode" = "DepthOnly"}
+
+            // more explict render state to avoid confusion
+            ZWrite On // the only goal of this pass is to write depth!
+            ZTest LEqual // early exit at Early-Z stage if possible            
+            ColorMask 0 // we don't care about color, we just want to write depth, ColorMask 0 will save some write bandwidth
+            Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader
+
+            HLSLPROGRAM
+
+            // the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block
+            // (so no need to write any multi_compile or shader_feature in this pass)
+
+            #pragma vertex VertexShaderWork
+            #pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need color shading
+
+            // because Outline area should write to depth also, define "ToonShaderIsOutline" to inject outline related code into VertexShaderWork()
+            #define ToonShaderIsOutline
+
+            // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include
+            #include "SimpleGenshinFacial_Shared.hlsl"
+
+            ENDHLSL
+        }
+
+        // Starting from version 10.0.x, URP can generate a normal texture called _CameraNormalsTexture. 
+        // To render to this texture in your custom shader, add a Pass with the name DepthNormals. 
+        // For example, see the implementation in Lit.shader.
+        // TODO: DepthNormals pass (see URP's Lit.shader)
+        /*
+        Pass
+        {
+            Name "DepthNormals"
+            Tags{"LightMode" = "DepthNormals"}
+
+            //...
+        }
+        */
+    }
+
+    FallBack "Hidden/Universal Render Pipeline/FallbackError"
+}
diff --git a/Assets/_Resources/SimpleGenshinFacial.shader.meta b/Assets/_Resources/SimpleGenshinFacial.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7d156a1ebbb485382c6ccd304b628a7faed23cd9
--- /dev/null
+++ b/Assets/_Resources/SimpleGenshinFacial.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9541c2fc7198dbc4ca753da060c06486
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Resources/SimpleGenshinFacial_LightingEquation.hlsl b/Assets/_Resources/SimpleGenshinFacial_LightingEquation.hlsl
new file mode 100644
index 0000000000000000000000000000000000000000..a45b26f7358030bc2b3b1a3ac8e2148cbe5115b4
--- /dev/null
+++ b/Assets/_Resources/SimpleGenshinFacial_LightingEquation.hlsl
@@ -0,0 +1,126 @@
+// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
+
+// This file is intented for you to edit and experiment with different lighting equation.
+// Add or edit whatever code you want here
+
+// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up), 
+// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
+#pragma once
+
+float3x3 AngleAxis3x3(float angle, float3 axis);
+
+half3 ShadeGI(ToonSurfaceData surfaceData, ToonLightingData lightingData)
+{
+    // hide 3D feeling by ignoring all detail SH (leaving only the constant SH term)
+    // we just want some average envi indirect color only
+    half3 averageSH = SampleSH(0);
+
+    // can prevent result becomes completely black if lightprobe was not baked 
+    averageSH = max(_IndirectLightMinColor,averageSH);
+
+    // occlusion (maximum 50% darken for indirect to prevent result becomes completely black)
+    half indirectOcclusion = lerp(1, surfaceData.occlusion, 0.5);
+    return averageSH * indirectOcclusion;
+}
+
+half3 CalculateFaceShadowMapShading(ToonSurfaceData surfaceData, ToonLightingData lightingData, Light light)
+{
+    half3 L = light.direction;
+    half3 modifiedL = L;
+    // Offset the received light direction by rotating around y axis.
+    if(surfaceData.faceDirectionOffset != 0){
+        modifiedL = mul(L, AngleAxis3x3(surfaceData.faceDirectionOffset, float3(0,1,0)));
+    }
+
+    // Get object directions relative to light direction.
+    half3 Up = unity_ObjectToWorld._m01_m11_m21;
+    half IsUpright = (Up.y - L.y) < 0 ? 1 : -1;
+    half3 Forward = unity_ObjectToWorld._m02_m12_m22;
+    half FdotL = dot(Forward.xz, modifiedL.xz) * IsUpright;
+    half3 Right = unity_ObjectToWorld._m00_m10_m20;
+    half RdotL = dot(Right.xz, modifiedL.xz) * IsUpright;
+
+    // Choose original map L (light from left) or flipped map R (light from right).
+    half faceShadowMap = RdotL > 0 ? surfaceData.faceShadowMapR.r : surfaceData.faceShadowMapL.r;
+
+    // Calculate result.
+    half normalizedFdotL = (surfaceData.flipFaceDirection >= 1 ? -1 : 1) * -0.5 * FdotL + 0.5;
+    normalizedFdotL %= 1;
+    half litOrShadow = step(normalizedFdotL , faceShadowMap);
+    return litOrShadow;
+}
+
+// Most important part: lighting equation, edit it according to your needs, write whatever you want here, be creative!
+// This function will be used by all direct lights (directional/point/spot)
+half3 ShadeSingleLight(ToonSurfaceData surfaceData, ToonLightingData lightingData, Light light, bool isAdditionalLight)
+{
+    half3 N = lightingData.normalWS;
+    half3 L = light.direction;
+
+    half NoL = dot(N,L);
+
+    half lightAttenuation = 1;
+
+    // light's distance & angle fade for point light & spot light (see GetAdditionalPerObjectLight(...) in Lighting.hlsl)
+    // Lighting.hlsl -> https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
+    half distanceAttenuation = min(4,light.distanceAttenuation); //clamp to prevent light over bright if point/spot light too close to vertex
+
+    // N dot L
+    // simplest 1 line cel shade, you can always replace this line by your own method!
+    half litOrShadowArea = smoothstep(_CelShadeMidPoint-_CelShadeSoftness,_CelShadeMidPoint+_CelShadeSoftness, NoL);
+
+    // occlusion
+    litOrShadowArea *= surfaceData.occlusion;
+
+    // face ignore celshade since it is usually very ugly using NoL method
+    litOrShadowArea = _IsFace? lerp(0.5,1,litOrShadowArea) : litOrShadowArea;
+
+    // dynamic face shadow map
+    litOrShadowArea = _UseFaceShadowMap ? CalculateFaceShadowMapShading(surfaceData, lightingData, light) : litOrShadowArea;
+
+    // light's shadow map
+    litOrShadowArea *= lerp(1,light.shadowAttenuation,_ReceiveShadowMappingAmount);
+
+    half combinedShadowArea = litOrShadowArea;
+    
+    half3 litOrShadowColor = lerp(_ShadowMapColor,1, combinedShadowArea);
+
+    half3 lightAttenuationRGB = litOrShadowColor * distanceAttenuation;
+
+    // saturate() light.color to prevent over bright
+    // additional light reduce intensity since it is additive
+    return saturate(light.color) * lightAttenuationRGB * (isAdditionalLight ? 0.25 : 1);
+}
+
+half3 ShadeEmission(ToonSurfaceData surfaceData, ToonLightingData lightingData)
+{
+    half3 emissionResult = lerp(surfaceData.emission, surfaceData.emission * surfaceData.albedo, _EmissionMulByBaseColor); // optional mul albedo
+    return emissionResult;
+}
+
+half3 CompositeAllLightResults(half3 indirectResult, half3 mainLightResult, half3 additionalLightSumResult, half3 emissionResult, ToonSurfaceData surfaceData, ToonLightingData lightingData)
+{
+    // [remember you can write anything here, this is just a simple tutorial method]
+    // here we prevent light over bright,
+    // while still want to preserve light color's hue
+    half3 rawLightSum = max(indirectResult, mainLightResult + additionalLightSumResult); // pick the highest between indirect and direct light
+    return surfaceData.albedo * rawLightSum + emissionResult;
+}
+
+// Rotation with angle (in radians) and axis
+float3x3 AngleAxis3x3(float angle, float3 axis)
+{
+    float c, s;
+    sincos(angle, s, c);
+
+    float t = 1 - c;
+    float x = axis.x;
+    float y = axis.y;
+    float z = axis.z;
+
+    return float3x3(
+    t * x * x + c,      t * x * y - s * z,  t * x * z + s * y,
+    t * x * y + s * z,  t * y * y + c,      t * y * z - s * x,
+    t * x * z - s * y,  t * y * z + s * x,  t * z * z + c
+    );
+}
diff --git a/Assets/_Resources/SimpleGenshinFacial_LightingEquation.hlsl.meta b/Assets/_Resources/SimpleGenshinFacial_LightingEquation.hlsl.meta
new file mode 100644
index 0000000000000000000000000000000000000000..779390bf23e908efe184827b23a3fab2667cc4e8
--- /dev/null
+++ b/Assets/_Resources/SimpleGenshinFacial_LightingEquation.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 72e551600c6561f48ac27dc0d84b2f57
+ShaderIncludeImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_Resources/SimpleGenshinFacial_Shared.hlsl b/Assets/_Resources/SimpleGenshinFacial_Shared.hlsl
new file mode 100644
index 0000000000000000000000000000000000000000..8c7cdab1e6138fd83530547fc86800af6a2aa80b
--- /dev/null
+++ b/Assets/_Resources/SimpleGenshinFacial_Shared.hlsl
@@ -0,0 +1,434 @@
+// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
+
+// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up), 
+// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
+#pragma once
+
+// We don't have "UnityCG.cginc" in SRP/URP's package anymore, so:
+// Including the following two hlsl files is enough for shading with Universal Pipeline. Everything is included in them.
+// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe).
+// It also includes matrix/space conversion functions and fog.
+// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
+// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
+
+// Required by all Universal Render Pipeline shaders.
+// It will include Unity built-in shader variables (except the lighting variables)
+// (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
+// It will also include many utilitary functions. 
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+// Include this if you are doing a lit shader. This includes lighting shader variables,
+// lighting and shadow functions
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+
+// Material shader variables are not defined in SRP or URP shader library.
+// This means _BaseColor, _BaseMap, _BaseMap_ST, and all variables in the Properties section of a shader
+// must be defined by the shader itself. If you define all those properties in CBUFFER named
+// UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost
+// of each drawcall.
+// In this case, although URP's LitInput.hlsl contains the CBUFFER for the material
+// properties defined above. As one can see this is not part of the ShaderLibrary, it specific to the
+// URP Lit shader.
+// So we are not going to use LitInput.hlsl, we will implement everything by ourself.
+//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+
+// we will include some utility .hlsl files to help us
+#include "NiloOutlineUtil.hlsl"
+#include "NiloZOffset.hlsl"
+#include "NiloInvLerpRemap.hlsl"
+
+// note:
+// subfix OS means object spaces    (e.g. positionOS = position object space)
+// subfix WS means world space      (e.g. positionWS = position world space)
+// subfix VS means view space       (e.g. positionVS = position view space)
+// subfix CS means clip space       (e.g. positionCS = position clip space)
+
+// all pass will share this Attributes struct (define data needed from Unity app to our vertex shader)
+struct Attributes
+{
+    float3 positionOS   : POSITION;
+    half3 normalOS      : NORMAL;
+    half4 tangentOS     : TANGENT;
+    float2 uv           : TEXCOORD0;
+};
+
+// all pass will share this Varyings struct (define data needed from our vertex shader to our fragment shader)
+struct Varyings
+{
+    float2 uv                       : TEXCOORD0;
+    float4 positionWSAndFogFactor   : TEXCOORD1; // xyz: positionWS, w: vertex fog factor
+    half3 normalWS                  : TEXCOORD2;
+    float4 positionCS               : SV_POSITION;
+};
+
+///////////////////////////////////////////////////////////////////////////////////////
+// CBUFFER and Uniforms 
+// (you should put all uniforms of all passes inside this single UnityPerMaterial CBUFFER! else SRP batching is not possible!)
+///////////////////////////////////////////////////////////////////////////////////////
+
+// all sampler2D don't need to put inside CBUFFER 
+sampler2D _BaseMap; 
+sampler2D _EmissionMap;
+sampler2D _OcclusionMap;
+sampler2D _OutlineZOffsetMaskTex;
+sampler2D _FaceShadowMap;
+
+// put all your uniforms(usually things inside .shader file's properties{}) inside this CBUFFER, in order to make SRP batcher compatible
+// see -> https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering/
+CBUFFER_START(UnityPerMaterial)
+    
+    // high level settings
+    float   _IsFace;
+    float   _UseFaceShadowMap;
+
+    // base color
+    float4  _BaseMap_ST;
+    half4   _BaseColor;
+
+    // alpha
+    half    _Cutoff;
+
+    // emission
+    float   _UseEmission;
+    half3   _EmissionColor;
+    half    _EmissionMulByBaseColor;
+    half3   _EmissionMapChannelMask;
+
+    // occlusion
+    float   _UseOcclusion;
+    half    _OcclusionStrength;
+    half4   _OcclusionMapChannelMask;
+    half    _OcclusionRemapStart;
+    half    _OcclusionRemapEnd;
+
+    // lighting
+    half3   _IndirectLightMinColor;
+    half    _CelShadeMidPoint;
+    half    _CelShadeSoftness;
+
+    // face lighting
+    float   _FaceDirectionOffset;
+    float   _FlipFaceDirection;
+
+    // shadow mapping
+    half    _ReceiveShadowMappingAmount;
+    float   _ReceiveShadowMappingPosOffset;
+    half3   _ShadowMapColor;
+
+    // outline
+    float   _OutlineWidth;
+    half3   _OutlineColor;
+    float   _OutlineZOffset;
+    float   _OutlineZOffsetMaskRemapStart;
+    float   _OutlineZOffsetMaskRemapEnd;
+
+CBUFFER_END
+
+//a special uniform for applyShadowBiasFixToHClipPos() only, it is not a per material uniform, 
+//so it is fine to write it outside our UnityPerMaterial CBUFFER
+float3 _LightDirection;
+
+struct ToonSurfaceData
+{
+    half3   albedo;
+    half    alpha;
+    half3   emission;
+    half    occlusion;
+    half3   faceShadowMapL;
+    half3   faceShadowMapR;
+    half    faceDirectionOffset;
+    half    flipFaceDirection;
+};
+struct ToonLightingData
+{
+    half3   normalWS;
+    float3  positionWS;
+    half3   viewDirectionWS;
+    float4  shadowCoord;
+};
+
+///////////////////////////////////////////////////////////////////////////////////////
+// vertex shared functions
+///////////////////////////////////////////////////////////////////////////////////////
+
+float3 TransformPositionWSToOutlinePositionWS(float3 positionWS, float positionVS_Z, float3 normalWS)
+{
+    //you can replace it to your own method! Here we will write a simple world space method for tutorial reason, it is not the best method!
+    float outlineExpandAmount = _OutlineWidth * GetOutlineCameraFovAndDistanceFixMultiplier(positionVS_Z);
+    return positionWS + normalWS * outlineExpandAmount; 
+}
+
+// if "ToonShaderIsOutline" is not defined    = do regular MVP transform
+// if "ToonShaderIsOutline" is defined        = do regular MVP transform + push vertex out a bit according to normal direction
+Varyings VertexShaderWork(Attributes input)
+{
+    Varyings output;
+
+    // VertexPositionInputs contains position in multiple spaces (world, view, homogeneous clip space, ndc)
+    // Unity compiler will strip all unused references (say you don't use view space).
+    // Therefore there is more flexibility at no additional cost with this struct.
+    VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS);
+
+    // Similar to VertexPositionInputs, VertexNormalInputs will contain normal, tangent and bitangent
+    // in world space. If not used it will be stripped.
+    VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
+
+    float3 positionWS = vertexInput.positionWS;
+
+#ifdef ToonShaderIsOutline
+    positionWS = TransformPositionWSToOutlinePositionWS(vertexInput.positionWS, vertexInput.positionVS.z, vertexNormalInput.normalWS);
+#endif
+
+    // Computes fog factor per-vertex.
+    float fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
+
+    // TRANSFORM_TEX is the same as the old shader library.
+    output.uv = TRANSFORM_TEX(input.uv,_BaseMap);
+
+    // packing positionWS(xyz) & fog(w) into a vector4
+    output.positionWSAndFogFactor = float4(positionWS, fogFactor);
+    output.normalWS = vertexNormalInput.normalWS; //normlaized already by GetVertexNormalInputs(...)
+
+    output.positionCS = TransformWorldToHClip(positionWS);
+
+#ifdef ToonShaderIsOutline
+    // [Read ZOffset mask texture]
+    // we can't use tex2D() in vertex shader because ddx & ddy is unknown before rasterization, 
+    // so use tex2Dlod() with an explict mip level 0, put explict mip level 0 inside the 4th component of param uv)
+    float outlineZOffsetMaskTexExplictMipLevel = 0;
+    float outlineZOffsetMask = tex2Dlod(_OutlineZOffsetMaskTex, float4(input.uv,0,outlineZOffsetMaskTexExplictMipLevel)).r; //we assume it is a Black/White texture
+
+    // [Remap ZOffset texture value]
+    // flip texture read value so default black area = apply ZOffset, because usually outline mask texture are using this format(black = hide outline)
+    outlineZOffsetMask = 1-outlineZOffsetMask;
+    outlineZOffsetMask = invLerpClamp(_OutlineZOffsetMaskRemapStart,_OutlineZOffsetMaskRemapEnd,outlineZOffsetMask);// allow user to flip value or remap
+
+    // [Apply ZOffset, Use remapped value as ZOffset mask]
+    output.positionCS = NiloGetNewClipPosWithZOffset(output.positionCS, _OutlineZOffset * outlineZOffsetMask + 0.03 * _IsFace);
+#endif
+
+    // ShadowCaster pass needs special process to positionCS, else shadow artifact will appear
+    //--------------------------------------------------------------------------------------
+#ifdef ToonShaderApplyShadowBiasFix
+    // see GetShadowPositionHClip() in URP/Shaders/ShadowCasterPass.hlsl
+    // https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
+    float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, output.normalWS, _LightDirection));
+
+    #if UNITY_REVERSED_Z
+    positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
+    #else
+    positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
+    #endif
+    output.positionCS = positionCS;
+#endif
+    //--------------------------------------------------------------------------------------    
+
+    return output;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////
+// fragment shared functions (Step1: prepare data structs for lighting calculation)
+///////////////////////////////////////////////////////////////////////////////////////
+half4 GetFinalBaseColor(Varyings input)
+{
+    return tex2D(_BaseMap, input.uv) * _BaseColor;
+}
+half3 GetFinalEmissionColor(Varyings input)
+{
+    half3 result = 0;
+    if(_UseEmission)
+    {
+        result = tex2D(_EmissionMap, input.uv).rgb * _EmissionMapChannelMask * _EmissionColor.rgb;
+    }
+
+    return result;
+}
+half3 GetFaceShadowMapLeft(Varyings input){
+    return tex2D(_FaceShadowMap, input.uv);
+}
+half3 GetFaceShadowMapRight(Varyings input)
+{
+    return tex2D(_FaceShadowMap, float2(1 - input.uv.x, input.uv.y));
+}
+half GetFinalOcculsion(Varyings input)
+{
+    half result = 1;
+    if(_UseOcclusion)
+    {
+        half4 texValue = tex2D(_OcclusionMap, input.uv);
+        half occlusionValue = dot(texValue, _OcclusionMapChannelMask);
+        occlusionValue = lerp(1, occlusionValue, _OcclusionStrength);
+        occlusionValue = invLerpClamp(_OcclusionRemapStart, _OcclusionRemapEnd, occlusionValue);
+        result = occlusionValue;
+    }
+
+    return result;
+}
+void DoClipTestToTargetAlphaValue(half alpha) 
+{
+#if _UseAlphaClipping
+    clip(alpha - _Cutoff);
+#endif
+}
+ToonSurfaceData InitializeSurfaceData(Varyings input)
+{
+    ToonSurfaceData output;
+
+    // albedo & alpha
+    float4 baseColorFinal = GetFinalBaseColor(input);
+    output.albedo = baseColorFinal.rgb;
+    output.alpha = baseColorFinal.a;
+    DoClipTestToTargetAlphaValue(output.alpha);// early exit if possible
+
+    // emission
+    output.emission = GetFinalEmissionColor(input);
+
+    // occlusion
+    output.occlusion = GetFinalOcculsion(input);
+
+    // dynamic face shadow map
+    output.faceShadowMapL = GetFaceShadowMapLeft(input);
+    output.faceShadowMapR = GetFaceShadowMapRight(input);
+    output.faceDirectionOffset = _FaceDirectionOffset;
+    output.flipFaceDirection = _FlipFaceDirection;
+
+    return output;
+}
+ToonLightingData InitializeLightingData(Varyings input)
+{
+    ToonLightingData lightingData;
+    lightingData.positionWS = input.positionWSAndFogFactor.xyz;
+    lightingData.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - lightingData.positionWS);  
+    lightingData.normalWS = normalize(input.normalWS); //interpolated normal is NOT unit vector, we need to normalize it
+
+    return lightingData;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////
+// fragment shared functions (Step2: calculate lighting & final color)
+///////////////////////////////////////////////////////////////////////////////////////
+
+// all lighting equation written inside this .hlsl,
+// just by editing this .hlsl can control most of the visual result.
+#include "SimpleGenshinFacial_LightingEquation.hlsl"
+
+// this function contains no lighting logic, it just pass lighting results data around
+// the job done in this function is "do shadow mapping depth test positionWS offset"
+half3 ShadeAllLights(ToonSurfaceData surfaceData, ToonLightingData lightingData)
+{
+    // Indirect lighting
+    half3 indirectResult = ShadeGI(surfaceData, lightingData);
+
+    //////////////////////////////////////////////////////////////////////////////////
+    // Light struct is provided by URP to abstract light shader variables.
+    // It contains light's
+    // - direction
+    // - color
+    // - distanceAttenuation 
+    // - shadowAttenuation
+    //
+    // URP take different shading approaches depending on light and platform.
+    // You should never reference light shader variables in your shader, instead use the 
+    // -GetMainLight()
+    // -GetLight()
+    // funcitons to fill this Light struct.
+    //////////////////////////////////////////////////////////////////////////////////
+
+    //==============================================================================================
+    // Main light is the brightest directional light.
+    // It is shaded outside the light loop and it has a specific set of variables and shading path
+    // so we can be as fast as possible in the case when there's only a single directional light
+    // You can pass optionally a shadowCoord. If so, shadowAttenuation will be computed.
+    Light mainLight = GetMainLight();
+
+    float3 shadowTestPosWS = lightingData.positionWS + mainLight.direction * (_ReceiveShadowMappingPosOffset + _IsFace);
+#if defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN)
+    // compute the shadow coords in the fragment shader now due to this change
+    // https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/#post-5516425
+
+    // _ReceiveShadowMappingPosOffset will control the offset the shadow comparsion position, 
+    // doing this is usually for hide ugly self shadow for shadow sensitive area like face
+    float4 shadowCoord = TransformWorldToShadowCoord(shadowTestPosWS);
+    mainLight.shadowAttenuation = MainLightRealtimeShadow(shadowCoord);
+#endif 
+
+    // Main light
+    half3 mainLightResult = ShadeSingleLight(surfaceData, lightingData, mainLight, false);
+
+    //==============================================================================================
+    // All additional lights
+
+    half3 additionalLightSumResult = 0;
+
+#ifdef _ADDITIONAL_LIGHTS
+    // Returns the amount of lights affecting the object being renderer.
+    // These lights are culled per-object in the forward renderer of URP.
+    int additionalLightsCount = GetAdditionalLightsCount();
+    for (int i = 0; i < additionalLightsCount; ++i)
+    {
+        // Similar to GetMainLight(), but it takes a for-loop index. This figures out the
+        // per-object light index and samples the light buffer accordingly to initialized the
+        // Light struct. If ADDITIONAL_LIGHT_CALCULATE_SHADOWS is defined it will also compute shadows.
+        int perObjectLightIndex = GetPerObjectLightIndex(i);
+        Light light = GetAdditionalPerObjectLight(perObjectLightIndex, lightingData.positionWS); // use original positionWS for lighting
+        light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, shadowTestPosWS); // use offseted positionWS for shadow test
+
+        // Different function used to shade additional lights.
+        additionalLightSumResult += ShadeSingleLight(surfaceData, lightingData, light, true);
+    }
+#endif
+    //==============================================================================================
+
+    // emission
+    half3 emissionResult = ShadeEmission(surfaceData, lightingData);
+
+    return CompositeAllLightResults(indirectResult, mainLightResult, additionalLightSumResult, emissionResult, surfaceData, lightingData);
+}
+
+half3 ConvertSurfaceColorToOutlineColor(half3 originalSurfaceColor)
+{
+    return originalSurfaceColor * _OutlineColor;
+}
+half3 ApplyFog(half3 color, Varyings input)
+{
+    half fogFactor = input.positionWSAndFogFactor.w;
+    // Mix the pixel color with fogColor. You can optionaly use MixFogColor to override the fogColor
+    // with a custom one.
+    color = MixFog(color, fogFactor);
+
+    return color;  
+}
+
+// only the .shader file will call this function by 
+// #pragma fragment ShadeFinalColor
+half4 ShadeFinalColor(Varyings input) : SV_TARGET
+{
+    //////////////////////////////////////////////////////////////////////////////////////////
+    // first prepare all data for lighting function
+    //////////////////////////////////////////////////////////////////////////////////////////
+
+    // fillin ToonSurfaceData struct:
+    ToonSurfaceData surfaceData = InitializeSurfaceData(input);
+
+    // fillin ToonLightingData struct:
+    ToonLightingData lightingData = InitializeLightingData(input);
+ 
+    // apply all lighting calculation
+    half3 color = ShadeAllLights(surfaceData, lightingData);
+
+#ifdef ToonShaderIsOutline
+    color = ConvertSurfaceColorToOutlineColor(color);
+#endif
+
+    color = ApplyFog(color, input);
+
+    return half4(color, surfaceData.alpha);
+}
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// fragment shared functions (for ShadowCaster pass & DepthOnly pass to use only)
+//////////////////////////////////////////////////////////////////////////////////////////
+void BaseColorAlphaClipTest(Varyings input)
+{
+    DoClipTestToTargetAlphaValue(GetFinalBaseColor(input).a);
+}
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diff --git a/Assets/Scenes.meta b/Assets/_Scenes.meta
similarity index 100%
rename from Assets/Scenes.meta
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diff --git a/Assets/Scenes/DevRoom.unity b/Assets/_Scenes/DevRoom.unity
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@@ -18900,7 +19067,7 @@ MonoBehaviour:
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@@ -23544,7 +23711,7 @@ MonoBehaviour:
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@@ -23661,7 +23828,7 @@ MonoBehaviour:
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@@ -23867,7 +24034,7 @@ MonoBehaviour:
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@@ -24436,7 +24603,7 @@ MonoBehaviour:
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@@ -25033,7 +25200,7 @@ Terrain:
   m_StaticShadowCaster: 0
   m_IgnoreQualitySettings: 0
   m_ReflectionProbeUsage: 1
-  m_MaterialTemplate: {fileID: 10652, guid: 0000000000000000f000000000000000, type: 0}
+  m_MaterialTemplate: {fileID: 2100000, guid: 594ea882c5a793440b60ff72d896021e, type: 2}
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@@ -25389,7 +25556,7 @@ MonoBehaviour:
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@@ -29242,7 +29409,7 @@ MonoBehaviour:
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@@ -29403,7 +29570,7 @@ MonoBehaviour:
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@@ -29413,53 +29580,6 @@ MonoBehaviour:
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@@ -31671,102 +31791,6 @@ MonoBehaviour:
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       TexGenIndex: 5
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@@ -32820,4 +32844,4 @@ SceneRoots:
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-  - {fileID: 2045439399}
+  - {fileID: 1111165948}
diff --git a/Assets/Scenes/Level-1.unity.meta b/Assets/_Scenes/Level-1.unity.meta
similarity index 100%
rename from Assets/Scenes/Level-1.unity.meta
rename to Assets/_Scenes/Level-1.unity.meta
diff --git a/Assets/Scenes/Level0.unity b/Assets/_Scenes/Level0.unity
similarity index 100%
rename from Assets/Scenes/Level0.unity
rename to Assets/_Scenes/Level0.unity
diff --git a/Assets/Scenes/Level0.unity.meta b/Assets/_Scenes/Level0.unity.meta
similarity index 100%
rename from Assets/Scenes/Level0.unity.meta
rename to Assets/_Scenes/Level0.unity.meta
diff --git a/Assets/Scenes/Shop.unity b/Assets/_Scenes/Shop.unity
similarity index 100%
rename from Assets/Scenes/Shop.unity
rename to Assets/_Scenes/Shop.unity
diff --git a/Assets/Scenes/Shop.unity.meta b/Assets/_Scenes/Shop.unity.meta
similarity index 100%
rename from Assets/Scenes/Shop.unity.meta
rename to Assets/_Scenes/Shop.unity.meta
diff --git a/Assets/_Scripts/Library/BaseClasses/EntityObject/WorldEntity.cs b/Assets/_Scripts/Library/BaseClasses/EntityObject/WorldEntity.cs
index fdf51de95b306d69af09b3783d6955bd78bcc0f7..9577631e24d0815efa08bf7de37cdafc1c4d4f1f 100644
--- a/Assets/_Scripts/Library/BaseClasses/EntityObject/WorldEntity.cs
+++ b/Assets/_Scripts/Library/BaseClasses/EntityObject/WorldEntity.cs
@@ -54,7 +54,7 @@ public class WorldEntity : WorldObject, IRigid
         }
         #endif
 
-        groundDetectionSize = new Vector3(0.05f, 0.05f, 0.05f);      
+        groundDetectionSize = new Vector3(0.3f, 0.3f, 0.3f);      
         groundLayers = LayerMask.GetMask(EnvironmentConfig.LAYER_DEFAULT);
         model.gameObject.layer = LayerMask.NameToLayer(LayerCode);
     }
diff --git a/Packages/manifest.json b/Packages/manifest.json
index a01308fa7503e27cb1cb5570ae26f265843dc5b5..f780ea05bc1fdcca40c83933b72792c0205c69eb 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -4,7 +4,6 @@
     "com.unity.feature.development": "1.0.2",
     "com.unity.ide.rider": "3.0.28",
     "com.unity.ide.visualstudio": "2.0.22",
-    "com.unity.ide.vscode": "1.2.4",
     "com.unity.render-pipelines.high-definition": "16.0.6",
     "com.unity.render-pipelines.universal": "16.0.6",
     "com.unity.shadergraph": "16.0.6",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index a59960bbe1a62361576592dedfde1586e5e9dd0e..d436ccb1b8eba5bae1eeb5c06190e520149ae03b 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -73,13 +73,6 @@
       },
       "url": "https://packages.unity.com"
     },
-    "com.unity.ide.vscode": {
-      "version": "1.2.4",
-      "depth": 0,
-      "source": "registry",
-      "dependencies": {},
-      "url": "https://packages.unity.com"
-    },
     "com.unity.mathematics": {
       "version": "1.2.6",
       "depth": 1,
diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset
index 78c4937304ae7a78ef42adb154e5c63ce2ec8e88..5952aa7d23dbfcdca77a93a1b35eec76bfeb78c8 100644
--- a/ProjectSettings/GraphicsSettings.asset
+++ b/ProjectSettings/GraphicsSettings.asset
@@ -36,7 +36,7 @@ GraphicsSettings:
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   m_PreloadShadersBatchTimeLimit: -1
   m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
-  m_CustomRenderPipeline: {fileID: 0}
+  m_CustomRenderPipeline: {fileID: 11400000, guid: 959248546847e0149ac93bb550190e45, type: 2}
   m_TransparencySortMode: 0
   m_TransparencySortAxis: {x: 0, y: 0, z: 1}
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@@ -60,7 +60,7 @@ GraphicsSettings:
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   m_LightsUseLinearIntensity: 0
-  m_LightsUseColorTemperature: 0
+  m_LightsUseColorTemperature: 1
   m_DefaultRenderingLayerMask: 1
   m_LogWhenShaderIsCompiled: 0
   m_LightProbeOutsideHullStrategy: 0
diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset
index a6b46b7ea04572fbce862f26733fdcb04162ef54..afef91a285a6f5d0022dcf91876a1febe795e151 100644
--- a/ProjectSettings/QualitySettings.asset
+++ b/ProjectSettings/QualitySettings.asset
@@ -47,7 +47,7 @@ QualitySettings:
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     asyncUploadPersistentBuffer: 1
     resolutionScalingFixedDPIFactor: 1
-    customRenderPipeline: {fileID: 0}
+    customRenderPipeline: {fileID: 11400000, guid: 82e4bdeeaffceda44a81e250419f1f90, type: 2}
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@@ -99,7 +99,7 @@ QualitySettings:
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+    customRenderPipeline: {fileID: 11400000, guid: 71a3ae40577ce6a47ac43dfa8b1cb550, type: 2}
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@@ -151,7 +151,7 @@ QualitySettings:
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     resolutionScalingFixedDPIFactor: 1
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+    customRenderPipeline: {fileID: 11400000, guid: 5a8edb2ba6bf980449876862155b94fb, type: 2}
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@@ -203,7 +203,7 @@ QualitySettings:
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