diff --git a/.gitconfig b/.gitconfig
new file mode 100644
index 0000000000000000000000000000000000000000..a27788d25b5cfec51cec51ff3f7ea5b76b1dd486
--- /dev/null
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\ No newline at end of file
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+++ b/Assets/Animation/CJAC.controller
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new file mode 100644
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diff --git a/Assets/Prefabs/Weapons/GolokSlash.prefab.meta b/Assets/Prefabs/Weapons/GolokSlash.prefab.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8be960b66a914c0e7315c5e17df02706745cee87
--- /dev/null
+++ b/Assets/Prefabs/Weapons/GolokSlash.prefab.meta
@@ -0,0 +1,8 @@
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+NativeFormatImporter:
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diff --git a/Assets/Scenes/Level_01.unity b/Assets/Scenes/Level_01.unity
index 5bfa404f50c24f66be5bae2011c516adf4215ab6..7db35f449f1f75be6e496cbe26d799bf9c9f5f8b 100644
--- a/Assets/Scenes/Level_01.unity
+++ b/Assets/Scenes/Level_01.unity
@@ -640,7 +640,7 @@ PrefabInstance:
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       propertyPath: m_RootOrder
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       propertyPath: m_LocalScale.x
@@ -704,6 +704,11 @@ PrefabInstance:
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     m_RemovedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: 49efbb0a3dbfa441b9f7d13ae10d034c, type: 3}
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+  m_PrefabInstance: {fileID: 3502970855580957453}
+  m_PrefabAsset: {fileID: 0}
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@@ -5824,7 +5829,7 @@ RectTransform:
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+  m_RootOrder: 7
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-  m_PrefabAsset: {fileID: 0}
---- !u!1 &620840825 stripped
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@@ -6238,11 +6238,11 @@ PrefabInstance:
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     - target: {fileID: 4281971572816293780, guid: abee31e5b64d44345952d67c6fcb9a10, type: 3}
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-  m_PrefabInstance: {fileID: 3502970855580957453}
-  m_PrefabAsset: {fileID: 0}
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-  animator: {fileID: 5866666021469675360}
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       propertyPath: m_RootOrder
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+      value: 8
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       propertyPath: m_LocalPosition.z
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       propertyPath: m_LocalRotation.w
@@ -6466,6 +6441,18 @@ PrefabInstance:
       propertyPath: m_LookAt
       value: 
       objectReference: {fileID: 543450653267068186}
+    - target: {fileID: 6171677765996245422, guid: 694c5a50034c94e49a93efd4c0e9261d, type: 3}
+      propertyPath: m_ScreenY
+      value: 0.7
+      objectReference: {fileID: 0}
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+      propertyPath: m_CameraDistance
+      value: 0.1
+      objectReference: {fileID: 0}
+    - target: {fileID: 6879701757565549419, guid: 694c5a50034c94e49a93efd4c0e9261d, type: 3}
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+      value: 0.5
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@@ -12243,6 +12225,11 @@ CanvasRenderer:
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   m_GameObject: {fileID: 1849667604}
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+GameObject:
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+  m_PrefabInstance: {fileID: 3502970855580957453}
+  m_PrefabAsset: {fileID: 0}
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@@ -13586,6 +13573,10 @@ PrefabInstance:
   m_Modification:
     m_TransformParent: {fileID: 0}
     m_Modifications:
+    - target: {fileID: 2330412599977800600, guid: dbe370de796fd504dbbaa8a080d9fa0b, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
     - target: {fileID: 3502970855684404595, guid: dbe370de796fd504dbbaa8a080d9fa0b, type: 3}
       propertyPath: gameOverManager
       value: 
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     - target: {fileID: 3502970855684404616, guid: dbe370de796fd504dbbaa8a080d9fa0b, type: 3}
       propertyPath: weaponList.Array.data[0]
       value: 
-      objectReference: {fileID: 571887951}
+      objectReference: {fileID: 261123965}
     - target: {fileID: 3502970855684404616, guid: dbe370de796fd504dbbaa8a080d9fa0b, type: 3}
       propertyPath: weaponList.Array.data[1]
       value: 
-      objectReference: {fileID: 1501063256}
+      objectReference: {fileID: 1871247292}
     - target: {fileID: 3502970855684404616, guid: dbe370de796fd504dbbaa8a080d9fa0b, type: 3}
       propertyPath: weaponList.Array.data[3]
       value: 
-      objectReference: {fileID: 620840825}
+      objectReference: {fileID: 596980149}
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       propertyPath: isPlayerHaveWeapon.Array.size
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       propertyPath: m_Name
       value: Player
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diff --git a/Assets/Scripts/Weapon/Arrow.cs b/Assets/Scripts/Weapon/Arrow.cs
index bf1ab8548756cb1e77c77c3e9fcf9a31072da05f..2f44d2a548818de50442aeb10bfb1cf67cfcdb00 100644
--- a/Assets/Scripts/Weapon/Arrow.cs
+++ b/Assets/Scripts/Weapon/Arrow.cs
@@ -31,9 +31,12 @@ public class Arrow : MonoBehaviour
             else
             {
                 EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
-                float velocity = rb.velocity.magnitude;
-                int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier);
-                enemyHealth.TakeDamage(damage, gameObject.transform.position);
+                if (enemyHealth != null)
+                {
+                    float velocity = rb.velocity.magnitude;
+                    int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier);
+                    enemyHealth.TakeDamage(damage, gameObject.transform.position);
+                }
             }
         }
         Destroy(rb);
diff --git a/Assets/Scripts/Weapon/BowShooting.cs b/Assets/Scripts/Weapon/BowShooting.cs
index bca5aa6ff84fe91af6a61cea8edd8eb4bc810af8..8eedc66e6bb2e5bfa92b0c1218d52ff294b1b164 100644
--- a/Assets/Scripts/Weapon/BowShooting.cs
+++ b/Assets/Scripts/Weapon/BowShooting.cs
@@ -18,10 +18,6 @@ public class BowShooting : MonoBehaviour
     public Color minPowerColor = Color.white;
 
     float timer;
-    RaycastHit shootHit;
-    ParticleSystem gunParticles;
-    Animator anim;
-    AudioSource gunAudio;
     Rigidbody rb;
     Light gunLight;
     float effectsDisplayTime = 0.2f;
@@ -37,19 +33,17 @@ public class BowShooting : MonoBehaviour
     public CinemachineVirtualCamera vcam;
     private float power = 0f;
     private float chargeTime = 0f;
+    AudioSource bowAudio;
 
     void Awake()
     {
-
         // Get components
-
         cameraTransform = Camera.main.transform;
-        gunParticles = GetComponent<ParticleSystem>();
-        gunAudio = GetComponent<AudioSource>();
         gunLight = GetComponent<Light>();
         rb = GetComponentInParent<Rigidbody>();
         jumpAction = playerInput.actions["Jump"];
         shootAction = playerInput.actions["Shoot"];
+        bowAudio = GetComponent<AudioSource>();
     }
 
     void OnEnable()
@@ -115,9 +109,11 @@ public class BowShooting : MonoBehaviour
 
     public void ReleaseArrow()
     {
+        bowAudio.Play();
         Vector3 cameraForward = cameraTransform.forward;
+        Vector3 cameraEuler = cameraTransform.eulerAngles;
         Vector3 spawnPoint = cameraTransform.position + cameraForward * 2;
-        GameObject arrow = Instantiate(arrowObject, spawnPoint, Quaternion.Euler(cameraForward.x, cameraForward.y, cameraForward.z));
+        GameObject arrow = Instantiate(arrowObject, spawnPoint, Quaternion.Euler(cameraEuler.x, cameraEuler.y - 90, cameraEuler.z));
         arrow.GetComponent<Rigidbody>().AddForce(cameraForward * (basePower + 0.5f * powerMultiplier * power * power), ForceMode.Impulse);
     }
 
diff --git a/Assets/Scripts/Weapon/GolokAttack.cs b/Assets/Scripts/Weapon/GolokAttack.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d2de25150857bf45c821388287b305694edd71b0
--- /dev/null
+++ b/Assets/Scripts/Weapon/GolokAttack.cs
@@ -0,0 +1,78 @@
+using UnityEngine;
+using UnityEngine.UIElements;
+using UnityEngine.InputSystem;
+using System;
+using System.Collections;
+
+public class GolokAttack : MonoBehaviour
+{
+    public float timeBetweenAttack = 0.5f;
+    public GameObject slashEffect;
+
+    float timer;
+    Rigidbody rb;
+    [SerializeField]
+    private PlayerInput playerInput;
+    private Transform cameraTransform;
+    private InputAction jumpAction;
+    private InputAction shootAction;
+    public Animator playerAnimator;
+    private Animator animator;
+    private bool isShooting;
+    private AudioSource golokAudio;
+
+    void Awake()
+    {
+        cameraTransform = Camera.main.transform;
+        animator = gameObject.GetComponent<Animator>();
+        rb = GetComponentInParent<Rigidbody>();
+        jumpAction = playerInput.actions["Jump"];
+        shootAction = playerInput.actions["Shoot"];
+        golokAudio = GetComponent<AudioSource>();
+    }
+
+    void OnEnable()
+    {
+        shootAction.performed += _ => isShooting = true;
+        shootAction.canceled += _ => isShooting = false;
+    }
+
+    void OnDisable()
+    {
+        shootAction.performed -= _ => isShooting = true;
+        shootAction.canceled -= _ => isShooting = false;
+    }
+
+    void Update()
+    {
+        timer += Time.deltaTime;
+
+        if (jumpAction.triggered && transform.position.y < 10)
+        {
+            rb.AddForce(Vector3.up, ForceMode.Impulse);
+        }
+
+        if (playerAnimator.GetBool("IsShooting") && isShooting && timer >= timeBetweenAttack && Time.timeScale != 0)
+        {
+            StartCoroutine(Attack());
+        }
+    }
+
+    public IEnumerator Attack()
+    {
+        timer = 0f;
+        animator.SetBool("Attack", true);
+        Slash();
+        yield return new WaitForSeconds(0.01f);
+        animator.SetBool("Attack", false);
+    }
+
+    public void Slash()
+    {
+        golokAudio.Play();
+        Vector3 spawnRotation = cameraTransform.eulerAngles;
+        Vector3 spawnPoint = transform.position - new Vector3(0, 0.5f, 0);
+        GameObject slash = Instantiate(slashEffect, spawnPoint, Quaternion.Euler(spawnRotation.x, spawnRotation.y - 90, spawnRotation.z));
+        slash.GetComponent<ParticleSystem>().Emit(1);
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Weapon/GolokAttack.cs.meta b/Assets/Scripts/Weapon/GolokAttack.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..10a3858d53f5e1d2099d9f4090cd904251f46bb7
--- /dev/null
+++ b/Assets/Scripts/Weapon/GolokAttack.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 051667d0b8d97b942b4a82dc9a83e335
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
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+  assetBundleVariant: 
diff --git a/Assets/Scripts/Weapon/Slash.cs b/Assets/Scripts/Weapon/Slash.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ed24374a751dc7c0179057eae7f19f8cd1b70bf5
--- /dev/null
+++ b/Assets/Scripts/Weapon/Slash.cs
@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Slash : MonoBehaviour
+{
+    public int baseDamage = 100;
+    private BoxCollider boxCollider;
+    float timer = 0;
+
+    private void Awake()
+    {
+        boxCollider = GetComponent<BoxCollider>();
+    }
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        Destroy(gameObject, 1.8f);
+    }
+
+    private void Update()
+    {
+        timer += Time.deltaTime;
+        if (timer >= 0.3f)
+        {
+            boxCollider.enabled = false;
+        }
+    }
+
+    private void OnTriggerEnter(Collider other)
+    {
+        if (other.gameObject.tag == "EnemyQ1")
+        {
+            Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>();
+            int damage = baseDamage;
+            enemyHealth.TakeDamage(damage, gameObject.transform.position);
+        }
+        else
+        {
+            EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
+            int damage = baseDamage;
+            if (enemyHealth != null)
+            {
+                enemyHealth.TakeDamage(damage, other.gameObject.transform.position);
+            }
+        }
+    }
+}
diff --git a/Assets/Scripts/Weapon/Slash.cs.meta b/Assets/Scripts/Weapon/Slash.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..912b5b4d6bc51d279ec125d1b03e778e9a80e88f
--- /dev/null
+++ b/Assets/Scripts/Weapon/Slash.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c004052a92e122045878e2fc6aea3c6d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
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diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta
new file mode 100644
index 0000000000000000000000000000000000000000..475fc17efb3cd2fdeb1a1b4ac90d42689cd27527
--- /dev/null
+++ b/Assets/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 93c9fc33863558b4d8a834211cf06604
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
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diff --git a/Assets/Shaders/Add_CenterGlow.shader b/Assets/Shaders/Add_CenterGlow.shader
new file mode 100644
index 0000000000000000000000000000000000000000..d6987483a02c30f68db6aa6b903d65876548678f
--- /dev/null
+++ b/Assets/Shaders/Add_CenterGlow.shader
@@ -0,0 +1,239 @@
+Shader "ERB/Particles/Add_CenterGlow"
+{
+	Properties
+	{	
+		_MainTex("MainTex", 2D) = "white" {}
+		_Noise("Noise", 2D) = "white" {}
+		_Flow("Flow", 2D) = "white" {}
+		_Mask("Mask", 2D) = "white" {}
+		_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
+		_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
+		_Emission("Emission", Float) = 2
+		_Color("Color", Color) = (0.5,0.5,0.5,1)
+		[Toggle]_Usecenterglow("Use center glow?", Float) = 0
+		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
+        _Depthpower ("Depth power", Float ) = 1
+		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
+		[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+	}
+
+	Category 
+	{
+		SubShader
+		{
+			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+			Blend One[_Blend2]
+			ColorMask RGB
+			Cull[_CullMode]
+			Lighting Off 
+			ZWrite Off
+			ZTest LEqual
+			
+			Pass {
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma target 2.0
+				#pragma multi_compile_particles
+				#pragma multi_compile_fog
+				#include "UnityShaderVariables.cginc"
+				#include "UnityCG.cginc"
+
+				struct appdata_t 
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					
+				};
+
+				struct v2f 
+				{
+					float4 vertex : SV_POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_FOG_COORDS(1)
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD2;
+					#endif
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					UNITY_VERTEX_OUTPUT_STEREO			
+				};	
+				
+				#if UNITY_VERSION >= 560
+				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
+				#else
+				uniform sampler2D_float _CameraDepthTexture;
+				#endif
+
+				//Don't delete this comment
+				// uniform sampler2D_float _CameraDepthTexture;
+
+				uniform sampler2D _MainTex;
+				uniform float4 _MainTex_ST;
+				uniform float _Usecenterglow;
+				uniform float4 _SpeedMainTexUVNoiseZW;
+				uniform sampler2D _Flow;
+				uniform float4 _DistortionSpeedXYPowerZ;
+				uniform float4 _Flow_ST;
+				uniform sampler2D _Mask;
+				uniform float4 _Mask_ST;
+				uniform sampler2D _Noise;
+				uniform float4 _Noise_ST;
+				uniform float4 _Color;
+				uniform float _Emission;
+				uniform fixed _Usedepth;
+				uniform float _Depthpower;
+
+				v2f vert ( appdata_t v  )
+				{
+					v2f o;
+					UNITY_SETUP_INSTANCE_ID(v);
+					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+					UNITY_TRANSFER_INSTANCE_ID(v, o);		
+
+					v.vertex.xyz +=  float3( 0, 0, 0 ) ;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+						o.projPos = ComputeScreenPos (o.vertex);
+						COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = v.texcoord;
+					UNITY_TRANSFER_FOG(o,o.vertex);
+					return o;
+				}
+
+				fixed4 frag ( v2f i  ) : SV_Target
+				{
+					float lp = 1;
+					#ifdef SOFTPARTICLES_ON
+						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+						float partZ = i.projPos.z;
+						float fade = saturate ((sceneZ-partZ) / _Depthpower);
+						lp *= lerp(1, fade, _Usedepth);
+						i.color.a *= lp;
+					#endif
+
+					float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
+					float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
+					float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
+					float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
+					float3 uv0_Flow = i.texcoord.xyz;
+					uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
+					float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
+					float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
+					float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
+					float Flowpower102 = _DistortionSpeedXYPowerZ.z;
+					float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
+					float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
+					float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
+					float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
+					float4 tex2DNode14 = tex2D( _Noise, panner108 );
+					float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
+					float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
+					float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
+					float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
+					
+
+					fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
+					UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
+					return col;
+				}
+				ENDCG 
+			}
+		}	
+	}
+}
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+//CHKSM=D5A44C7BD3081F4777C455821BF73DF59F0BC63F
\ No newline at end of file
diff --git a/Assets/Shaders/Add_CenterGlow.shader.meta b/Assets/Shaders/Add_CenterGlow.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..274a1d117e2b48aab0db20ed04ca6f264b329637
--- /dev/null
+++ b/Assets/Shaders/Add_CenterGlow.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bd6af5d577c618947b73aa60db554e51
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/Blend_CenterGlow.shader b/Assets/Shaders/Blend_CenterGlow.shader
new file mode 100644
index 0000000000000000000000000000000000000000..4bfe2b76eab2331abd5742749f3182439be14ca0
--- /dev/null
+++ b/Assets/Shaders/Blend_CenterGlow.shader
@@ -0,0 +1,245 @@
+Shader "ERB/Particles/Blend_CenterGlow"
+{
+	Properties
+	{
+		_MainTex("MainTex", 2D) = "white" {}
+		_Noise("Noise", 2D) = "white" {}
+		_Flow("Flow", 2D) = "white" {}
+		_Mask("Mask", 2D) = "white" {}
+		_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
+		_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
+		_Emission("Emission", Float) = 2
+		_Color("Color", Color) = (0.5,0.5,0.5,1)
+		_Opacity("Opacity", Range( 0 , 1)) = 1
+		[Toggle]_Usecenterglow("Use center glow?", Float) = 0
+		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
+        _Depthpower ("Depth power", Float ) = 1
+		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+	}
+
+	Category 
+	{
+		SubShader
+		{
+			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask RGB
+			Cull[_CullMode]
+			Lighting Off 
+			ZWrite Off
+			ZTest LEqual
+			
+			Pass {
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma target 2.0
+				#pragma multi_compile_particles
+				#pragma multi_compile_fog
+				#include "UnityShaderVariables.cginc"
+				#include "UnityCG.cginc"
+
+				struct appdata_t 
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					
+				};
+
+				struct v2f 
+				{
+					float4 vertex : SV_POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_FOG_COORDS(1)
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD2;
+					#endif
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					UNITY_VERTEX_OUTPUT_STEREO	
+				};		
+				
+				#if UNITY_VERSION >= 560
+				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
+				#else
+				uniform sampler2D_float _CameraDepthTexture;
+				#endif
+
+				//Don't delete this comment
+				// uniform sampler2D_float _CameraDepthTexture;
+
+				uniform sampler2D _MainTex;
+				uniform float4 _MainTex_ST;
+				uniform float _Usecenterglow;
+				uniform float4 _SpeedMainTexUVNoiseZW;
+				uniform sampler2D _Flow;
+				uniform float4 _DistortionSpeedXYPowerZ;
+				uniform float4 _Flow_ST;
+				uniform sampler2D _Mask;
+				uniform float4 _Mask_ST;
+				uniform sampler2D _Noise;
+				uniform float4 _Noise_ST;
+				uniform float4 _Color;
+				uniform float _Emission;
+				uniform float _Opacity;
+				uniform fixed _Usedepth;
+				uniform float _Depthpower;
+
+				v2f vert ( appdata_t v  )
+				{
+					v2f o;
+					UNITY_SETUP_INSTANCE_ID(v);
+					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+					UNITY_TRANSFER_INSTANCE_ID(v, o);
+					
+					v.vertex.xyz +=  float3( 0, 0, 0 ) ;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+						o.projPos = ComputeScreenPos (o.vertex);
+						COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = v.texcoord;
+					UNITY_TRANSFER_FOG(o,o.vertex);
+					return o;
+				}
+
+				fixed4 frag ( v2f i  ) : SV_Target
+				{
+					float lp = 1;
+					#ifdef SOFTPARTICLES_ON
+						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+						float partZ = i.projPos.z;
+						float fade = saturate ((sceneZ-partZ) / _Depthpower);
+						lp *= lerp(1, fade, _Usedepth);
+						i.color.a *= lp;
+					#endif
+
+					float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
+					float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
+					float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
+					float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
+					float3 uv0_Flow = i.texcoord.xyz;
+					uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
+					float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
+					float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
+					float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
+					float Flowpower102 = _DistortionSpeedXYPowerZ.z;
+					float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
+					float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
+					float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
+					float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
+					float4 tex2DNode14 = tex2D( _Noise, panner108 );
+					float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
+					float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
+					float4 clampResult38 = tex2DNode33 - temp_cast_0;
+					float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
+					float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
+					fixed4 col = appendResult87;
+					UNITY_APPLY_FOG(i.fogCoord, col);
+					return col;
+				}
+				ENDCG 
+			}
+		}	
+	}	
+}
+/*ASEBEGIN
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+Node;AmplifyShaderEditor.RangedFloatNode;52;-446.0907,153.7209;Float;False;Property;_Emission;Emission;6;0;Create;True;0;0;False;0;2;2;0;0;0;1;FLOAT;0
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+WireConnection;87;3;88;0
+WireConnection;68;0;87;0
+ASEEND*/
+//CHKSM=2C2AF11BAD8C4FA3B304EF2019556266F5F43326
\ No newline at end of file
diff --git a/Assets/Shaders/Blend_CenterGlow.shader.meta b/Assets/Shaders/Blend_CenterGlow.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..4f4dc4a5d3cd0abef751e6bffd5380c5bec1c130
--- /dev/null
+++ b/Assets/Shaders/Blend_CenterGlow.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: b68b99c2e57cef4419465c63c527201b
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/DissolveNoise.shader b/Assets/Shaders/DissolveNoise.shader
new file mode 100644
index 0000000000000000000000000000000000000000..7763ee4e6f1f3aba3ac17425d8be692d68fb5d45
--- /dev/null
+++ b/Assets/Shaders/DissolveNoise.shader
@@ -0,0 +1,276 @@
+Shader "ERB/Particles/DissolveNoise"
+{
+	Properties
+	{
+		_MainTex("MainTex", 2D) = "white" {}
+		_TextureNoise("Texture Noise", 2D) = "white" {}
+		_Dissolvenoise("Dissolve noise", 2D) = "white" {}
+		_NoisespeedXYEmissonZPowerW("Noise speed XY / Emisson Z / Power W", Vector) = (0.5,0,2,1)
+		_DissolvespeedXY("Dissolve speed XY", Vector) = (0,0,0,0)
+		_Maincolor("Main color", Color) = (0.7609469,0.8547776,0.9433962,1)
+		_Noisecolor("Noise color", Color) = (0.2470588,0.3012382,0.3607843,1)
+		_Dissolvecolor("Dissolve color", Color) = (1,1,1,1)
+		[Toggle]_Usetexturecolor("Use texture color", Float) = 0
+		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
+		_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+	}
+
+
+	Category 
+	{
+		SubShader
+		{
+			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask RGB
+			Cull Off
+			Lighting Off 
+			ZWrite Off
+			ZTest LEqual
+			
+			Pass {
+			
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				//#pragma target 2.0
+				#pragma multi_compile_particles
+				#pragma multi_compile_fog
+				#include "UnityShaderVariables.cginc"
+				#include "UnityCG.cginc"
+
+				struct appdata_t 
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					
+				};
+
+				struct v2f 
+				{
+					float4 vertex : SV_POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_FOG_COORDS(1)
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD2;
+					#endif
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					UNITY_VERTEX_OUTPUT_STEREO
+					
+				};
+				
+				
+				#if UNITY_VERSION >= 560
+				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
+				#else
+				uniform sampler2D_float _CameraDepthTexture;
+				#endif
+
+				//Don't delete this comment
+				// uniform sampler2D_float _CameraDepthTexture;
+
+				uniform sampler2D _MainTex;
+				uniform float4 _MainTex_ST;
+				uniform float _InvFade;
+				uniform float4 _NoisespeedXYEmissonZPowerW;
+				uniform float _Usetexturecolor;
+				uniform float4 _Maincolor;
+				uniform float4 _Noisecolor;
+				uniform sampler2D _TextureNoise;
+				uniform float4 _TextureNoise_ST;
+				uniform sampler2D _Dissolvenoise;
+				uniform float4 _DissolvespeedXY;
+				uniform float4 _Dissolvenoise_ST;
+				uniform float4 _Dissolvecolor;
+				uniform fixed _Usedepth;
+
+				v2f vert ( appdata_t v  )
+				{
+					v2f o;
+					UNITY_SETUP_INSTANCE_ID(v);
+					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+					UNITY_TRANSFER_INSTANCE_ID(v, o);
+					
+
+					v.vertex.xyz +=  float3( 0, 0, 0 ) ;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+						o.projPos = ComputeScreenPos (o.vertex);
+						COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = v.texcoord;
+					UNITY_TRANSFER_FOG(o,o.vertex);
+					return o;
+				}
+
+				fixed4 frag ( v2f i  ) : SV_Target
+				{
+					float lp = 1;
+					#ifdef SOFTPARTICLES_ON
+						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+						float partZ = i.projPos.z;
+						float fade = saturate (_InvFade * (sceneZ-partZ));
+						lp *= lerp(1, fade, _Usedepth);
+						i.color.a *= lp;
+					#endif
+
+					float Emission59 = _NoisespeedXYEmissonZPowerW.z;
+					float2 appendResult38 = (float2(_NoisespeedXYEmissonZPowerW.x , _NoisespeedXYEmissonZPowerW.y));
+					float4 uv0_TextureNoise = i.texcoord;
+					uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw;
+					float2 panner39 = ( 1.0 * _Time.y * appendResult38 + (uv0_TextureNoise).xy);
+					float Noisepower63 = _NoisespeedXYEmissonZPowerW.w;
+					float4 temp_cast_0 = (Noisepower63).xxxx;
+					float4 clampResult11 = clamp( ( pow( tex2D( _TextureNoise, panner39 ) , temp_cast_0 ) * Noisepower63 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
+					float4 lerpResult8 = lerp( _Maincolor , _Noisecolor , clampResult11);
+					float2 appendResult109 = (float2(_DissolvespeedXY.x , _DissolvespeedXY.y));
+					float2 uv0_Dissolvenoise = i.texcoord.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw;
+					float2 panner111 = ( 1.0 * _Time.y * appendResult109 + uv0_Dissolvenoise);
+					float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 );
+					float temp_output_88_0 = step( tex2DNode91.r , uv0_TextureNoise.z );
+					float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) );
+					float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
+					float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex );
+					float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + tex2DNode91.r ) - 0.0) * (7.0 - -4.0) / (1.0 - 0.0)) * 3.0 ) , 0.0 , 1.0 );
+					float4 lerpResult92 = lerp( lerp(temp_output_93_0,( temp_output_93_0 * tex2DNode4 ),_Usetexturecolor) , lerp(_Dissolvecolor,( _Dissolvecolor * tex2DNode4 ),_Usetexturecolor) , ( clampResult87 * temp_output_88_0 ));
+					float clampResult99 = clamp( (-15.0 + (( tex2DNode91.r + (-0.65 + (uv0_TextureNoise.w - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) ) - 0.0) * (15.0 - -15.0) / (1.0 - 0.0)) , 0.0 , 1.0 );
+					float4 appendResult2 = (float4((( Emission59 * lerpResult92 * i.color )).rgb , ( i.color.a * tex2DNode4.a * clampResult99 )));
+					
+
+					fixed4 col = appendResult2;
+					UNITY_APPLY_FOG(i.fogCoord, col);
+					return col;
+				}
+				ENDCG 
+			}
+		}	
+	}
+}
+/*ASEBEGIN
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+//CHKSM=5B0174CED6CAA722132EBA157F226C3DBC590C75
\ No newline at end of file
diff --git a/Assets/Shaders/DissolveNoise.shader.meta b/Assets/Shaders/DissolveNoise.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..99e7584f89eb239231e820a716c3591fb69c89ad
--- /dev/null
+++ b/Assets/Shaders/DissolveNoise.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 145bae762d8de8f4c8fb1b284128fae7
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/Distortion.shader b/Assets/Shaders/Distortion.shader
new file mode 100644
index 0000000000000000000000000000000000000000..be0c86b5da443db0e332841d717e757712b3a921
--- /dev/null
+++ b/Assets/Shaders/Distortion.shader
@@ -0,0 +1,148 @@
+Shader "ERB/Particles/Distortion"
+{
+	Properties
+	{
+		_NormalMap("Normal Map", 2D) = "bump" {}
+		_Distortionpower("Distortion power", Float) = 0.05
+		_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+	}
+
+	Category 
+	{
+		SubShader
+		{
+			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+			Blend SrcAlpha OneMinusSrcAlpha
+			Cull Off
+			Lighting Off 
+			ZWrite Off
+			Fog { Mode Off}
+			GrabPass{ }
+
+			Pass {		
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma fragmentoption ARB_precision_hint_fastest
+				#pragma multi_compile_particles
+				#include "UnityCG.cginc"
+				uniform sampler2D_float _CameraDepthTexture;
+				uniform float _InvFade;
+				uniform sampler2D _GrabTexture;
+				uniform sampler2D _NormalMap;
+				uniform float4 _NormalMap_ST;
+				uniform float _Distortionpower;	
+				uniform float4 _GrabTexture_TexelSize;	
+
+				struct appdata_t 
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;				
+				};
+
+				struct v2f 
+				{
+					float4 vertex : SV_POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD1;
+					float2 texcoord2 : TEXCOORD2;
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD3;
+					#endif
+				};			
+
+				v2f vert ( appdata_t v  )
+				{
+					v2f o;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+						o.projPos = ComputeScreenPos (o.vertex);
+						COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					
+					#if UNITY_UV_STARTS_AT_TOP
+					half scale = -1.0;
+					#else
+					half scale = 1.0;
+					#endif
+					o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
+					o.texcoord.zw = o.vertex.w;					
+					#if UNITY_SINGLE_PASS_STEREO
+					o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
+					#endif
+					o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
+					o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
+					return o;
+				}
+
+				fixed4 frag ( v2f i  ) : SV_Target
+				{
+					#ifdef SOFTPARTICLES_ON
+						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+						float partZ = i.projPos.z;
+						float fade = saturate (_InvFade * (sceneZ-partZ));
+						i.color.a *= fade;
+					#endif
+
+					half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
+					half2 screenColor29 = tex2DNode14.rg;
+					half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
+					screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
+					i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
+					half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
+					col.a = saturate(col.a * clampResult89);
+					return col;
+				}
+				ENDCG 
+			}
+		}	
+	}	
+}
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diff --git a/Assets/Shaders/Distortion.shader.meta b/Assets/Shaders/Distortion.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b1108a3b9a3e3bec0c4c00505fa977b3111e1257
--- /dev/null
+++ b/Assets/Shaders/Distortion.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 36121c42b945b624fb938cb9637f28d0
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/FadeSlash.shader b/Assets/Shaders/FadeSlash.shader
new file mode 100644
index 0000000000000000000000000000000000000000..733dd25b5e51ab86d10af74917ce8f99b03823dd
--- /dev/null
+++ b/Assets/Shaders/FadeSlash.shader
@@ -0,0 +1,274 @@
+Shader "ERB/Particles/FadeSlash"
+{
+	Properties
+	{
+		_MainTex("MainTex", 2D) = "white" {}
+		_Color("Color", Color) = (1,1,1,1)
+		_EmissionRGB("Emission/R/G/B", Vector) = (1,1,0.5,0.5)
+		_Startopacity("Start opacity", Float) = 40
+		[Toggle]_Sideopacity("Side opacity", Float) = 0
+		_Sideopacitypower("Side opacity power", Float) = 40
+		_Finalopacity("Final opacity", Range( 0 , 1)) = 1
+		[Toggle]_Distortion("Distortion", Float) = 0
+		_Distortionpower("Distortion power", Range( 0 , 2)) = 1
+		_Noise("Noise", 2D) = "white" {}
+		_LenghtSet1ifyouuseinPS("Lenght(Set 1 if you use in PS)", Range( 0 , 1)) = 1
+		_PathSet0ifyouuseinPS("Path(Set 0 if you use in PS)", Range( 0 , 1)) = 0
+		_NoisespeedXY("Noise speed XY", Vector) = (0,0,0,0)
+		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] _tex3coord2( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull[_CullMode]
+		ZWrite Off
+		ZTest LEqual
+		Blend SrcAlpha OneMinusSrcAlpha
+		
+		GrabPass{ }
+		CGPROGRAM
+		#include "UnityShaderVariables.cginc"
+		#pragma target 3.0
+		#pragma surface surf Unlit keepalpha noshadow 
+		#undef TRANSFORM_TEX
+		#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 uv2_tex3coord2;
+			float4 vertexColor : COLOR;
+		};
+
+		uniform float _Distortion;
+		uniform sampler2D _GrabTexture;
+		uniform sampler2D _MainTex;
+		uniform float4 _MainTex_ST;
+		uniform float _Distortionpower;
+		uniform sampler2D _Noise;
+		uniform float4 _NoisespeedXY;
+		uniform float4 _Noise_ST;
+		uniform float _PathSet0ifyouuseinPS;
+		uniform float _LenghtSet1ifyouuseinPS;
+		uniform float4 _EmissionRGB;
+		uniform float4 _Color;
+		uniform float _Startopacity;
+		uniform float _Sideopacity;
+		uniform float _Sideopacitypower;
+		uniform float _Finalopacity;
+
+		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+		{
+			return half4 ( 0, 0, 0, s.Alpha );
+		}
+
+		void surf( Input i , inout SurfaceOutput o )
+		{
+			float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
+			float U51 = uv0_MainTex.x;
+			float2 appendResult79 = (float2(_NoisespeedXY.x , _NoisespeedXY.y));
+			float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw;
+			float2 panner81 = ( 1.0 * _Time.y * appendResult79 + uv0_Noise);
+			float NoiseR70 = tex2D( _Noise, panner81 ).r;
+			float temp_output_47_0 = ( _Distortionpower * NoiseR70 );
+			float2 appendResult49 = (float2(U51 , ( temp_output_47_0 * temp_output_47_0 )));
+			float4 screenColor41 = tex2D( _GrabTexture, appendResult49 );
+			float3 clampResult42 = clamp( (screenColor41).rgb , float3( 0,0,0 ) , float3( 1,1,1 ) );
+			float temp_output_7_0 = (2.5 + (( _PathSet0ifyouuseinPS + i.uv2_tex3coord2.x ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0));
+			float clampResult76 = clamp( i.uv2_tex3coord2.y , 0.0 , 1.0 );
+			float temp_output_10_0 = (1.0 + (( _LenghtSet1ifyouuseinPS * clampResult76 ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
+			float clampResult16 = clamp( ( ( ( temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 ) * U51 ) - temp_output_10_0 ) , 0.0 , 1.0 );
+			float V66 = uv0_MainTex.y;
+			float2 appendResult18 = (float2(( clampResult16 * ( 1.0 / (1.0 + (temp_output_10_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V66));
+			float2 clampResult19 = clamp( appendResult18 , float2( 0,0 ) , float2( 1,1 ) );
+			float4 tex2DNode21 = tex2D( _MainTex, clampResult19 );
+			o.Emission = ( lerp(float3( 0,0,0 ),clampResult42,_Distortion) + (( ( ( tex2DNode21.r * _EmissionRGB.y ) + ( tex2DNode21.g * _EmissionRGB.z ) + ( tex2DNode21.b * _EmissionRGB.w ) ) * i.vertexColor * _Color * _EmissionRGB.x )).rgb );
+			float temp_output_54_0 = (clampResult19).x;
+			float clampResult59 = clamp( ( (1.0 + (temp_output_54_0 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Startopacity ) , 0.0 , 1.0 );
+			float clampResult60 = clamp( ( _Startopacity * temp_output_54_0 ) , 0.0 , 1.0 );
+			float clampResult62 = clamp( ( (1.0 + (V66 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Sideopacitypower ) , 0.0 , 1.0 );
+			float clampResult28 = clamp( ( tex2DNode21.a * i.vertexColor.a * _Color.a * ( clampResult59 * clampResult60 * lerp(1.0,clampResult62,_Sideopacity) ) * _Finalopacity ) , 0.0 , 1.0 );
+			float W86 = i.uv2_tex3coord2.z;
+			o.Alpha = ( clampResult28 * step( NoiseR70 , W86 ) );
+		}
+
+		ENDCG
+	}
+}
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diff --git a/Assets/Shaders/FadeSlash.shader.meta b/Assets/Shaders/FadeSlash.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..46c0ac4ae521c44080b7802f0bcc0744a113b411
--- /dev/null
+++ b/Assets/Shaders/FadeSlash.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c3784991fa4203c47a5c3bad5dcae739
+timeCreated: 1534793986
+licenseType: Store
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/Slash.shader b/Assets/Shaders/Slash.shader
new file mode 100644
index 0000000000000000000000000000000000000000..e4f81b0f4bd73f4bccf8e6dc38af108caddbff4e
--- /dev/null
+++ b/Assets/Shaders/Slash.shader
@@ -0,0 +1,218 @@
+Shader "ERB/Particles/Slash"
+{
+	Properties
+	{
+		_MainTex("MainTex", 2D) = "white" {}
+		_Color("Color", Color) = (1,1,1,1)
+		_Emission("Emission", Float) = 2
+		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
+        _Depthpower ("Depth power", Float ) = 1
+		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
+		[Toggle]_Useblack("Use black", Float) = 0
+	}
+
+
+	Category 
+	{
+		SubShader
+		{
+			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask RGB
+			Cull[_CullMode]
+			Lighting Off 
+			ZWrite Off
+			ZTest LEqual
+			
+			Pass {
+			
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma target 2.0
+				#pragma multi_compile_particles
+				#pragma multi_compile_fog
+				
+
+				#include "UnityCG.cginc"
+
+				struct appdata_t 
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					float4 ase_texcoord1 : TEXCOORD1;
+				};
+
+				struct v2f 
+				{
+					float4 vertex : SV_POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_FOG_COORDS(1)
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD2;
+					#endif
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					UNITY_VERTEX_OUTPUT_STEREO
+					float4 ase_texcoord3 : TEXCOORD3;
+				};
+				
+				
+				#if UNITY_VERSION >= 560
+				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
+				#else
+				uniform sampler2D_float _CameraDepthTexture;
+				#endif
+
+				//Don't delete this comment
+				// uniform sampler2D_float _CameraDepthTexture;
+
+				uniform sampler2D _MainTex;
+				uniform float4 _MainTex_ST;
+				uniform float4 _Color;
+				uniform float _Useblack;
+				uniform float _Emission;
+				uniform fixed _Usedepth;
+				uniform float _Depthpower;
+
+				v2f vert ( appdata_t v  )
+				{
+					v2f o;
+					UNITY_SETUP_INSTANCE_ID(v);
+					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+					UNITY_TRANSFER_INSTANCE_ID(v, o);
+					o.ase_texcoord3 = v.ase_texcoord1;
+
+					v.vertex.xyz +=  float3( 0, 0, 0 ) ;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+						o.projPos = ComputeScreenPos (o.vertex);
+						COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = v.texcoord;
+					UNITY_TRANSFER_FOG(o,o.vertex);
+					return o;
+				}
+
+				fixed4 frag ( v2f i  ) : SV_Target
+				{
+					float lp = 1;
+					#ifdef SOFTPARTICLES_ON
+						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+						float partZ = i.projPos.z;
+						float fade = saturate ((sceneZ-partZ) / _Depthpower);
+						lp *= lerp(1, fade, _Usedepth);
+						i.color.a *= lp;
+					#endif
+
+					float4 temp_cast_0 = (1.0).xxxx;
+					float4 uv154 = i.ase_texcoord3;
+					uv154.xy = i.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+					float4 temp_cast_1 = (uv154.z).xxxx;
+					float4 temp_cast_2 = (( uv154.z + uv154.w )).xxxx;
+					float temp_output_57_0 = (2.5 + (( 1.0 + uv154.x ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0));
+					float2 uv06 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+					float U61 = uv06.x;
+					float temp_output_64_0 = (1.0 + (saturate( uv154.y ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
+					float V70 = uv06.y;
+					float2 appendResult71 = (float2(( saturate( ( ( ( temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 ) * U61 ) - temp_output_64_0 ) ) * ( 1.0 / (1.0 + (temp_output_64_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V70));
+					float4 smoothstepResult1 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _MainTex, saturate( appendResult71 ) ));
+					float4 temp_output_49_0 = saturate( smoothstepResult1 );
+					float4 appendResult77 = (float4((( _Color * lerp(temp_cast_0,temp_output_49_0,_Useblack) * _Emission * i.color )).rgb , ( _Color.a * (temp_output_49_0).r * i.color.a )));
+					
+					fixed4 col = appendResult77;
+					UNITY_APPLY_FOG(i.fogCoord, col);
+					return col;
+				}
+				ENDCG 
+			}
+		}	
+	}	
+}
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+ASEEND*/
+//CHKSM=68CCF50B29BAAF9AA45DE749C666B175D2BC3524
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diff --git a/Assets/Shaders/Slash.shader.meta b/Assets/Shaders/Slash.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c3014e42eb264b0c51db7068da209765e7690d85
--- /dev/null
+++ b/Assets/Shaders/Slash.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: ab128053b06f0f646bc567de709c4dde
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/Slash2.shader b/Assets/Shaders/Slash2.shader
new file mode 100644
index 0000000000000000000000000000000000000000..e4f81b0f4bd73f4bccf8e6dc38af108caddbff4e
--- /dev/null
+++ b/Assets/Shaders/Slash2.shader
@@ -0,0 +1,218 @@
+Shader "ERB/Particles/Slash"
+{
+	Properties
+	{
+		_MainTex("MainTex", 2D) = "white" {}
+		_Color("Color", Color) = (1,1,1,1)
+		_Emission("Emission", Float) = 2
+		[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
+        _Depthpower ("Depth power", Float ) = 1
+		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
+		[Toggle]_Useblack("Use black", Float) = 0
+	}
+
+
+	Category 
+	{
+		SubShader
+		{
+			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask RGB
+			Cull[_CullMode]
+			Lighting Off 
+			ZWrite Off
+			ZTest LEqual
+			
+			Pass {
+			
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma target 2.0
+				#pragma multi_compile_particles
+				#pragma multi_compile_fog
+				
+
+				#include "UnityCG.cginc"
+
+				struct appdata_t 
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					float4 ase_texcoord1 : TEXCOORD1;
+				};
+
+				struct v2f 
+				{
+					float4 vertex : SV_POSITION;
+					fixed4 color : COLOR;
+					float4 texcoord : TEXCOORD0;
+					UNITY_FOG_COORDS(1)
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD2;
+					#endif
+					UNITY_VERTEX_INPUT_INSTANCE_ID
+					UNITY_VERTEX_OUTPUT_STEREO
+					float4 ase_texcoord3 : TEXCOORD3;
+				};
+				
+				
+				#if UNITY_VERSION >= 560
+				UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
+				#else
+				uniform sampler2D_float _CameraDepthTexture;
+				#endif
+
+				//Don't delete this comment
+				// uniform sampler2D_float _CameraDepthTexture;
+
+				uniform sampler2D _MainTex;
+				uniform float4 _MainTex_ST;
+				uniform float4 _Color;
+				uniform float _Useblack;
+				uniform float _Emission;
+				uniform fixed _Usedepth;
+				uniform float _Depthpower;
+
+				v2f vert ( appdata_t v  )
+				{
+					v2f o;
+					UNITY_SETUP_INSTANCE_ID(v);
+					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+					UNITY_TRANSFER_INSTANCE_ID(v, o);
+					o.ase_texcoord3 = v.ase_texcoord1;
+
+					v.vertex.xyz +=  float3( 0, 0, 0 ) ;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+						o.projPos = ComputeScreenPos (o.vertex);
+						COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = v.texcoord;
+					UNITY_TRANSFER_FOG(o,o.vertex);
+					return o;
+				}
+
+				fixed4 frag ( v2f i  ) : SV_Target
+				{
+					float lp = 1;
+					#ifdef SOFTPARTICLES_ON
+						float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
+						float partZ = i.projPos.z;
+						float fade = saturate ((sceneZ-partZ) / _Depthpower);
+						lp *= lerp(1, fade, _Usedepth);
+						i.color.a *= lp;
+					#endif
+
+					float4 temp_cast_0 = (1.0).xxxx;
+					float4 uv154 = i.ase_texcoord3;
+					uv154.xy = i.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+					float4 temp_cast_1 = (uv154.z).xxxx;
+					float4 temp_cast_2 = (( uv154.z + uv154.w )).xxxx;
+					float temp_output_57_0 = (2.5 + (( 1.0 + uv154.x ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0));
+					float2 uv06 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+					float U61 = uv06.x;
+					float temp_output_64_0 = (1.0 + (saturate( uv154.y ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
+					float V70 = uv06.y;
+					float2 appendResult71 = (float2(( saturate( ( ( ( temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 ) * U61 ) - temp_output_64_0 ) ) * ( 1.0 / (1.0 + (temp_output_64_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V70));
+					float4 smoothstepResult1 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _MainTex, saturate( appendResult71 ) ));
+					float4 temp_output_49_0 = saturate( smoothstepResult1 );
+					float4 appendResult77 = (float4((( _Color * lerp(temp_cast_0,temp_output_49_0,_Useblack) * _Emission * i.color )).rgb , ( _Color.a * (temp_output_49_0).r * i.color.a )));
+					
+					fixed4 col = appendResult77;
+					UNITY_APPLY_FOG(i.fogCoord, col);
+					return col;
+				}
+				ENDCG 
+			}
+		}	
+	}	
+}
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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;76;1330.57,41.36085;Float;False;True;2;Float;;0;7;ERB/Particles/Slash;0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;False;False;True;2;False;-1;True;True;True;True;False;0;False;-1;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;False;True;0;0;;0;0;Standard;0;0;1;True;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0
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+//CHKSM=68CCF50B29BAAF9AA45DE749C666B175D2BC3524
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diff --git a/Assets/Shaders/Slash2.shader.meta b/Assets/Shaders/Slash2.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..2e572b3b74d6d060cf743c92f535eb38ae8f5d04
--- /dev/null
+++ b/Assets/Shaders/Slash2.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 100d7b2c9c9e4c2438edf29db51e95cc
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Shaders/SlashOld.shader b/Assets/Shaders/SlashOld.shader
new file mode 100644
index 0000000000000000000000000000000000000000..f5b9fcf48ccd298008f0d11edc8b588d677e84d5
--- /dev/null
+++ b/Assets/Shaders/SlashOld.shader
@@ -0,0 +1,253 @@
+Shader "ERB/Particles/SlashOld"
+{
+	Properties
+	{
+		_MainTex("MainTex", 2D) = "white" {}
+		_Color("Color", Color) = (1,1,1,1)
+		_EmissionRGB("Emission/R/G/B", Vector) = (1,1,0.5,0.5)
+		_Startopacity("Start opacity", Float) = 40
+		[Toggle]_Sideopacity("Side opacity", Float) = 0
+		_Sideopacitypower("Side opacity power", Float) = 40
+		_Finalopacity("Final opacity", Range( 0 , 1)) = 1
+		[Toggle]_Distortion("Distortion", Float) = 0
+		_Distortionpower("Distortion power", Range( 0 , 2)) = 1
+		_Noise("Noise", 2D) = "white" {}
+		_LenghtSet1ifyouuseinPS("Lenght(Set 1 if you use in PS)", Range( 0 , 1)) = 1
+		_PathSet0ifyouuseinPS("Path(Set 0 if you use in PS)", Range( 0 , 1)) = 0
+		_NoisespeedXY("Noise speed XY", Vector) = (0,0,0,0)
+		[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
+		[HideInInspector] _tex4coord( "", 2D ) = "white" {}
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull[_CullMode]
+		ZWrite Off
+		ZTest LEqual
+		GrabPass{ }
+		CGPROGRAM
+		#include "UnityShaderVariables.cginc"
+		#pragma target 3.0
+		#pragma surface surf Unlit alpha:fade keepalpha noshadow 
+		#undef TRANSFORM_TEX
+		#define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
+		struct Input
+		{
+			float4 uv_tex4coord;
+			float2 uv_texcoord;
+			float4 vertexColor : COLOR;
+		};
+
+		uniform float _Distortion;
+		uniform sampler2D _GrabTexture;
+		uniform float _Distortionpower;
+		uniform sampler2D _Noise;
+		uniform float4 _NoisespeedXY;
+		uniform float4 _Noise_ST;
+		uniform sampler2D _MainTex;
+		uniform float _PathSet0ifyouuseinPS;
+		uniform float _LenghtSet1ifyouuseinPS;
+		uniform float4 _EmissionRGB;
+		uniform float4 _Color;
+		uniform float _Startopacity;
+		uniform float _Sideopacity;
+		uniform float _Sideopacitypower;
+		uniform float _Finalopacity;
+
+		inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+		{
+			return half4 ( 0, 0, 0, s.Alpha );
+		}
+
+		void surf( Input i , inout SurfaceOutput o )
+		{
+			float U51 = i.uv_tex4coord.x;
+			float2 appendResult79 = (float2(_NoisespeedXY.x , _NoisespeedXY.y));
+			float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw;
+			float2 panner81 = ( 1.0 * _Time.y * appendResult79 + uv0_Noise);
+			float temp_output_47_0 = ( _Distortionpower * tex2D( _Noise, panner81 ).r );
+			float2 appendResult49 = (float2(U51 , ( temp_output_47_0 * temp_output_47_0 )));
+			float4 screenColor41 = tex2D( _GrabTexture, appendResult49 );
+			float3 clampResult42 = clamp( (screenColor41).rgb , float3( 0,0,0 ) , float3( 1,1,1 ) );
+			float temp_output_7_0 = (2.5 + (( _PathSet0ifyouuseinPS + i.uv_tex4coord.z ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0));
+			float clampResult76 = clamp( i.uv_tex4coord.w , 0.0 , 1.0 );
+			float temp_output_10_0 = (1.0 + (( _LenghtSet1ifyouuseinPS * clampResult76 ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
+			float clampResult16 = clamp( ( ( ( temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 ) * U51 ) - temp_output_10_0 ) , 0.0 , 1.0 );
+			float V66 = i.uv_tex4coord.y;
+			float2 appendResult18 = (float2(( clampResult16 * ( 1.0 / (1.0 + (temp_output_10_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V66));
+			float2 clampResult19 = clamp( appendResult18 , float2( 0,0 ) , float2( 1,1 ) );
+			float4 tex2DNode21 = tex2D( _MainTex, clampResult19 );
+			o.Emission = ( lerp(float3( 0,0,0 ),clampResult42,_Distortion) + ( ( ( tex2DNode21.r * _EmissionRGB.y ) + ( tex2DNode21.g * _EmissionRGB.z ) + ( tex2DNode21.b * _EmissionRGB.w ) ) * (i.vertexColor).rgb * (_Color).rgb * _EmissionRGB.x ) );
+			float temp_output_54_0 = (clampResult19).x;
+			float clampResult59 = clamp( ( (1.0 + (temp_output_54_0 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Startopacity ) , 0.0 , 1.0 );
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+			float clampResult62 = clamp( ( (1.0 + (V66 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Sideopacitypower ) , 0.0 , 1.0 );
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+			o.Alpha = clampResult28;
+		}
+
+		ENDCG
+	}
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--- /dev/null
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diff --git a/Assets/Textures/golok/Slash.meta b/Assets/Textures/golok/Slash.meta
new file mode 100644
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diff --git a/Assets/Textures/golok/Slash/Concrete slab.png b/Assets/Textures/golok/Slash/Concrete slab.png
new file mode 100644
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--- /dev/null
+++ b/Assets/Textures/golok/Slash/Concrete slab.png	
@@ -0,0 +1,3 @@
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diff --git a/Assets/Textures/golok/Slash/Concrete slab.png.meta b/Assets/Textures/golok/Slash/Concrete slab.png.meta
new file mode 100644
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