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diff --git a/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Prefabs/Props/SM_Prop_Target_Stand_01.prefab b/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Prefabs/Props/SM_Prop_Target_Stand_01.prefab
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diff --git a/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders.meta b/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders.meta
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diff --git a/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders/Prototype_Global.shader b/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders/Prototype_Global.shader
new file mode 100644
index 0000000000000000000000000000000000000000..0047e40c16da3006afc932b8c8456a9368112f77
--- /dev/null
+++ b/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders/Prototype_Global.shader
@@ -0,0 +1,176 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "SyntyStudios/Prototype_Global"
+{
+	Properties
+	{
+		_BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
+		_Grid("Grid", 2D) = "white" {}
+		_GridScale("GridScale", Float) = 5
+		_Falloff("Falloff", Float) = 50
+		_OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
+		Cull Back
+		CGINCLUDE
+		#include "UnityPBSLighting.cginc"
+		#include "Lighting.cginc"
+		#pragma target 3.0
+		#ifdef UNITY_PASS_SHADOWCASTER
+			#undef INTERNAL_DATA
+			#undef WorldReflectionVector
+			#undef WorldNormalVector
+			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
+			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
+			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
+		#endif
+		struct Input
+		{
+			float3 worldPos;
+			float3 worldNormal;
+			INTERNAL_DATA
+		};
+
+		uniform float4 _BaseColor;
+		uniform sampler2D _Grid;
+		uniform float _GridScale;
+		uniform float _Falloff;
+		uniform float _OverlayAmount;
+
+
+		inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
+		{
+			float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
+			projNormal /= projNormal.x + projNormal.y + projNormal.z;
+			float3 nsign = sign( worldNormal );
+			float negProjNormalY = max( 0, projNormal.y * -nsign.y );
+			projNormal.y = max( 0, projNormal.y * nsign.y );
+			half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
+			xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
+			yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
+			yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
+			zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
+			return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
+		}
+
+
+		void surf( Input i , inout SurfaceOutputStandard o )
+		{
+			o.Normal = float3(0,0,1);
+			float3 ase_worldPos = i.worldPos;
+			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
+			float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, ase_worldPos, ase_worldNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
+			float4 lerpResult15 = lerp( float4(1,1,1,0) , triplanar6 , _OverlayAmount);
+			o.Albedo = ( _BaseColor * lerpResult15 ).rgb;
+			o.Alpha = 1;
+		}
+
+		ENDCG
+		CGPROGRAM
+		#pragma surface surf Standard keepalpha fullforwardshadows 
+
+		ENDCG
+		Pass
+		{
+			Name "ShadowCaster"
+			Tags{ "LightMode" = "ShadowCaster" }
+			ZWrite On
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 3.0
+			#pragma multi_compile_shadowcaster
+			#pragma multi_compile UNITY_PASS_SHADOWCASTER
+			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+			#include "HLSLSupport.cginc"
+			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+				#define CAN_SKIP_VPOS
+			#endif
+			#include "UnityCG.cginc"
+			#include "Lighting.cginc"
+			#include "UnityPBSLighting.cginc"
+			struct v2f
+			{
+				V2F_SHADOW_CASTER;
+				float4 tSpace0 : TEXCOORD1;
+				float4 tSpace1 : TEXCOORD2;
+				float4 tSpace2 : TEXCOORD3;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+			v2f vert( appdata_full v )
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID( v );
+				UNITY_INITIALIZE_OUTPUT( v2f, o );
+				UNITY_TRANSFER_INSTANCE_ID( v, o );
+				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
+				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
+				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
+				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
+				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
+				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
+				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
+				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+				return o;
+			}
+			half4 frag( v2f IN
+			#if !defined( CAN_SKIP_VPOS )
+			, UNITY_VPOS_TYPE vpos : VPOS
+			#endif
+			) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				Input surfIN;
+				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
+				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+				surfIN.worldPos = worldPos;
+				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
+				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
+				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
+				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
+				SurfaceOutputStandard o;
+				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
+				surf( surfIN, o );
+				#if defined( CAN_SKIP_VPOS )
+				float2 vpos = IN.pos;
+				#endif
+				SHADOW_CASTER_FRAGMENT( IN )
+			}
+			ENDCG
+		}
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
+/*ASEBEGIN
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+//CHKSM=7EEB3FD505F6952CCF8CFC59E7E1EF4DB75955EA
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diff --git a/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders/Prototype_Global.shader.meta b/UnityGoesBruh/Assets/Prefabs/PolygonPrototype/Shaders/Prototype_Global.shader.meta
new file mode 100644
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