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+  m_PrefabInstance: {fileID: 5398673811584239637}
+  m_PrefabAsset: {fileID: 0}
diff --git a/Assets/Toon Zombie S/Prefab/Zombie.prefab.meta b/Assets/Toon Zombie S/Prefab/Zombie.prefab.meta
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diff --git a/Assets/Toon Zombie S/TSF/Shaders.meta b/Assets/Toon Zombie S/TSF/Shaders.meta
new file mode 100644
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diff --git a/Assets/Toon Zombie S/TSF/Shaders/TSF.shader b/Assets/Toon Zombie S/TSF/Shaders/TSF.shader
new file mode 100644
index 0000000000000000000000000000000000000000..dd23e28bfd65b7d472b71a7b0cc7d48f52bda38e
--- /dev/null
+++ b/Assets/Toon Zombie S/TSF/Shaders/TSF.shader	
@@ -0,0 +1,109 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "TSF/Base1" 
+{
+    Properties 
+    {
+		[MaterialToggle(_OUTL_ON)] _Outl ("Outline", Float) = 0 						//0
+		[MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0 	//1
+		_MainTex ("Detail", 2D) = "white" {}        								//2
+		_ToonShade ("Shade", 2D) = "white" {}  										//3
+		[MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0 	//4
+		_Color ("Base Color", Color) = (1,1,1,1)									//5	
+		[MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
+		_Brightness ("Brightness 1 = neutral", Float) = 1.0							//7	
+		[MaterialToggle(_DS_ON)] _DS ("Enable DoubleSided", Float) = 0				//8	
+		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull mode", Float) = 2		//9	
+		_OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)					//10
+		_Outline ("Outline width", Float) = 0.01									//11
+		[MaterialToggle(_ASYM_ON)] _Asym ("Enable Asymmetry", Float) = 0        	//12
+		_Asymmetry ("OutlineAsymmetry", Vector) = (0.0,0.25,0.5,0.0)     			//13
+		[MaterialToggle(_TRANSP_ON)] _Trans ("Enable Transparency", Float) = 0   	//14
+		[Enum(TRANS_OPTIONS)] _TrOp ("Transparency mode", Float) = 0                //15
+		_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5                                  //16
+    }
+   
+    Subshader 
+    {
+    	Tags { "RenderType"="Opaque" }
+		LOD 250
+    	ZWrite On
+	   	Cull [_Cull]
+		Lighting Off
+		Fog { Mode Off }
+		
+        Pass 
+        {
+            Name "BASE"
+            CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+                #pragma glsl_no_auto_normalization
+                #pragma multi_compile _TEX_OFF _TEX_ON
+                #pragma multi_compile _COLOR_OFF _COLOR_ON
+
+                
+                #if _TEX_ON
+                sampler2D _MainTex;
+				half4 _MainTex_ST;
+				#endif
+				
+                struct appdata_base0 
+				{
+					float4 vertex : POSITION;
+					float3 normal : NORMAL;
+					float4 texcoord : TEXCOORD0;
+				};
+				
+                 struct v2f 
+                 {
+                    float4 pos : SV_POSITION;
+                    #if _TEX_ON
+                    half2 uv : TEXCOORD0;
+                    #endif
+                    half2 uvn : TEXCOORD1;
+                 };
+               
+                v2f vert (appdata_base0 v)
+                {
+                    v2f o;
+                    o.pos = UnityObjectToClipPos ( v.vertex );
+                    float3 n = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
+                    n = n * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
+                    o.uvn = n.xy;
+                     #if _TEX_ON
+                    o.uv = TRANSFORM_TEX ( v.texcoord, _MainTex );
+                    #endif
+                    return o;
+                }
+
+              	sampler2D _ToonShade;
+                fixed _Brightness;
+                
+                #if _COLOR_ON
+                fixed4 _Color;
+                #endif
+                
+                fixed4 frag (v2f i) : COLOR
+                {
+					#if _COLOR_ON
+					fixed4 toonShade = tex2D( _ToonShade, i.uvn )*_Color;
+					#else
+					fixed4 toonShade = tex2D( _ToonShade, i.uvn );
+					#endif
+					
+					#if _TEX_ON
+					fixed4 detail = tex2D ( _MainTex, i.uv );
+					return  toonShade * detail*_Brightness;
+					#else
+					return  toonShade * _Brightness;
+					#endif
+                }
+            ENDCG
+        }
+    }
+    CustomEditor "TSF"
+    Fallback "Diffuse"
+}
\ No newline at end of file
diff --git a/Assets/Toon Zombie S/TSF/Shaders/TSF.shader.meta b/Assets/Toon Zombie S/TSF/Shaders/TSF.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..da5b7a5f1095b35eae525253fbbc684640cd819f
--- /dev/null
+++ b/Assets/Toon Zombie S/TSF/Shaders/TSF.shader.meta	
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 44b54c59129572f469a949a22bc08cd0
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diff --git a/Assets/Toon Zombie S/TSF/Shaders/TSFOutline.shader b/Assets/Toon Zombie S/TSF/Shaders/TSFOutline.shader
new file mode 100644
index 0000000000000000000000000000000000000000..d63fb6d56cde2decb859276a15611b1c463e219b
--- /dev/null
+++ b/Assets/Toon Zombie S/TSF/Shaders/TSFOutline.shader	
@@ -0,0 +1,81 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "TSF/BaseOutline1"
+{
+    Properties 
+    {
+		[MaterialToggle(_OUTL_ON)] _Outl ("Outline", Float) = 0 						//0
+		[MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0 	//1
+		_MainTex ("Detail", 2D) = "white" {}        								//2
+		_ToonShade ("Shade", 2D) = "white" {}  										//3
+		[MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0 	//4
+		_Color ("Base Color", Color) = (1,1,1,1)									//5	
+		[MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
+		_Brightness ("Brightness 1 = neutral", Float) = 1.0							//7	
+		[MaterialToggle(_DS_ON)] _DS ("Enable DoubleSided", Float) = 0				//8	
+		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull mode", Float) = 2		//9	
+		_OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)					//10
+		_Outline ("Outline width", Float) = 0.01									//11
+		[MaterialToggle(_ASYM_ON)] _Asym ("Enable Asymmetry", Float) = 0        	//12
+		_Asymmetry ("OutlineAsymmetry", Vector) = (0.0,0.25,0.5,0.0)     			//13
+		[MaterialToggle(_TRANSP_ON)] _Trans ("Enable Transparency", Float) = 0   	//14
+		[Enum(TRANS_OPTIONS)] _TrOp ("Transparency mode", Float) = 0                //15
+		_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5                                  //16
+    }
+ 
+    SubShader
+    {
+        Tags { "RenderType"="Opaque" }
+		LOD 250 
+        Lighting Off
+        Fog { Mode Off }
+        
+        UsePass "TSF/Base1/BASE"
+        	
+        Pass
+        {
+            Cull Front
+            ZWrite On
+            CGPROGRAM
+			#include "UnityCG.cginc"
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma glsl_no_auto_normalization
+            #pragma vertex vert
+ 			#pragma fragment frag
+			
+            struct appdata_t 
+            {
+				float4 vertex : POSITION;
+				float3 normal : NORMAL;
+			};
+
+			struct v2f 
+			{
+				float4 pos : SV_POSITION;
+			};
+
+            fixed _Outline;
+
+            
+            v2f vert (appdata_t v) 
+            {
+                v2f o;
+			    o.pos = v.vertex;
+			    o.pos.xyz += v.normal.xyz *_Outline*0.01;
+			    o.pos = UnityObjectToClipPos(o.pos);
+			    return o;
+            }
+            
+            fixed4 _OutlineColor;
+            
+            fixed4 frag(v2f i) :COLOR 
+			{
+		    	return _OutlineColor;
+			}
+            
+            ENDCG
+        }
+    }
+    CustomEditor "TSF"
+    Fallback "Diffuse"
+}
\ No newline at end of file
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