diff --git a/Unity/.gitignore b/A.H.V(BETA)/.gitignore
similarity index 100%
rename from Unity/.gitignore
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diff --git a/Unity/Assets/A.H.V.meta b/A.H.V(BETA)/Assets/0_Scenes.meta
similarity index 77%
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diff --git a/A.H.V(BETA)/Assets/0_Scenes/(SANPLE)Pyramids.unity b/A.H.V(BETA)/Assets/0_Scenes/(SANPLE)Pyramids.unity
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diff --git a/A.H.V(BETA)/Assets/0_Scenes/AHV-TEST.unity b/A.H.V(BETA)/Assets/0_Scenes/AHV-TEST.unity
new file mode 100644
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diff --git a/A.H.V(BETA)/Assets/0_Scenes/AHV-TEST.unity.meta b/A.H.V(BETA)/Assets/0_Scenes/AHV-TEST.unity.meta
new file mode 100644
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diff --git a/A.H.V(BETA)/Assets/1_Scripts.meta b/A.H.V(BETA)/Assets/1_Scripts.meta
new file mode 100644
index 0000000000000000000000000000000000000000..14cb3a18c690734016827ec28eba1f5487a3b27d
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts.meta
@@ -0,0 +1,8 @@
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diff --git a/A.H.V(BETA)/Assets/1_Scripts/DrawLine.cs b/A.H.V(BETA)/Assets/1_Scripts/DrawLine.cs
new file mode 100644
index 0000000000000000000000000000000000000000..08963ca4642e65863f8930cec1b5ef27ad27845f
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/DrawLine.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+ 
+public class DrawLine : MonoBehaviour 
+{
+    public GameObject[] checkPoint;
+ 
+    private void FixedUpdate()
+    {
+        checkPoint = GameObject.FindGameObjectsWithTag("CheckPoint");
+ 
+        if(checkPoint.Length > 1)
+        {
+            for(int i = 0; i < checkPoint.Length - 1; i++)
+            {
+                Debug.DrawLine(checkPoint[i].transform.position, checkPoint[i + 1].transform.position, Color.green);
+            }
+        }
+    }
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/Assets/1_Scripts/DrawLine.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/DrawLine.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..75e9981c9041eb609cdddf5b0043d2376b1684d6
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/DrawLine.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs b/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..79b5e57f1c521894c1b21944f3ee13353a2af6b4
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs
@@ -0,0 +1,66 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GameManager : MonoBehaviour
+{
+    public ImageUploader m_imageUploader;
+    public ImageCapture m_imageCapture;
+    public ImageProcessor m_imageProcessor;
+
+    public bool m_On_Capture = false;
+    public bool m_On_Upload = false;
+
+
+    public void StartImageUploader(RenderTexture sourceTexture, RenderTexture targetTexture){
+        StartCoroutine(
+            m_imageUploader.UploadImage(
+                m_imageUploader.RenderTexture_To_Byte(sourceTexture),
+                targetTexture
+            )
+        );
+        m_captureCounter = 0;
+            Debug.Log("Image Upload!");
+    }
+
+    
+    public float m_captureCounter = 0 ;
+    public float m_captureDelay = 1;
+
+    public void CaptureAndSaveImage(RenderTexture renderTexture, int fileNum, string filepath){
+        m_imageCapture.CaptureAndSaveImage(renderTexture, fileNum, filepath);
+        m_captureCounter = 0;
+    }
+    void Update(){
+        m_captureCounter += Time.deltaTime;
+    }
+
+    public void Passing_Texture(RenderTexture source, RenderTexture target)
+    {
+        m_imageProcessor.Render_To_Render_Passing(source, target);
+    }
+    public void Shading_Texture(RenderTexture source, RenderTexture target, Material material){
+        m_imageProcessor.ImgShader(source, target, material);
+    }
+    /*====================================================S====================*/
+    /*========================================================================*/
+    /*========================================================================*/
+    /*========================================================================*/
+    /*========================================================================*/
+    public static GameManager instance = null;
+    void Awake()
+    {
+        if(instance != null)
+        {
+            Destroy(gameObject);
+            return;
+        }
+        instance = this;
+        DontDestroyOnLoad(gameObject);
+    }
+    /*========================================================================*/
+    /*========================================================================*/
+    /*========================================================================*/
+    /*========================================================================*/
+    /*========================================================================*/
+}
diff --git a/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..77255109c1009dbb6bb3ec5f6bad5faa80d4070f
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs.meta
@@ -0,0 +1,11 @@
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+guid: 5b48127408bf9934b90b618e67123c0c
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diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs b/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs
new file mode 100644
index 0000000000000000000000000000000000000000..e51d6e19cdf84bf8b9cf9904d646d8a13702761d
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs
@@ -0,0 +1,50 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Networking;
+using UnityEngine.UI;
+public class ImageCapture : MonoBehaviour
+{
+    public byte[] m_imgbyte;
+    
+    public void CaptureAndSaveImage(RenderTexture renderTexture, int fileNum, string filepath)
+    {
+        /*
+        // Ensure the captureCamera is not null
+        if (captureCamera == null)
+        {
+            Debug.LogError("Capture Camera is not assigned!");
+            return;
+        }
+
+        // Create a RenderTexture to capture the camera's output
+        renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
+        captureCamera.targetTexture = renderTexture;
+
+        // Render the camera's view into the RenderTexture
+        captureCamera.Render();
+        */
+
+        // Create a Texture2D and read the pixels from the RenderTexture 
+        // Debug.Log(renderTexture.width);
+        Texture2D screenShot = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false);
+        RenderTexture.active = renderTexture;
+        screenShot.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
+        screenShot.Apply();
+
+        //
+        m_imgbyte = screenShot.EncodeToPNG();
+
+
+        
+        System.IO.File.WriteAllBytes(filepath + fileNum + ".png", m_imgbyte);
+
+        /* Clean up resources
+        RenderTexture.active = null;
+        captureCamera.targetTexture = null;
+        //Destroy(renderTexture);*/
+
+        // Debug.Log("Image captured and saved to " + filepath);
+        
+    }
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c8c97b7a64128cdf366b0a71222d0d11c3dc07d2
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs
new file mode 100644
index 0000000000000000000000000000000000000000..361d92a65a6152ae66b0c710a4eaaac262704117
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs
@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ImageProcessor : MonoBehaviour
+{
+    public void Render_To_Render_Passing(RenderTexture source, RenderTexture target){
+        Graphics.Blit(source, target);
+    }
+    public void ImgShader(RenderTexture source, RenderTexture target, Material material){
+        if(material == null){
+            Graphics.Blit(source, target);
+            return;
+        }
+        Graphics.Blit(source, target, material);
+    }
+}
diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs.meta
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index 0000000000000000000000000000000000000000..294bf025898cb011c495eb0d7d80546692873ca9
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d15b46b897aac00762b4ae31da7d8b21068b44bf
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs
@@ -0,0 +1,62 @@
+using Newtonsoft.Json;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Networking;
+
+
+public class ImageUploader : MonoBehaviour
+{
+    private string serverUrl = "http://localhost:5555/upload"; // 서버 URL을 적절히 변경하세요.
+
+    // 이미지를 업로드하는 함수: 이미지 데이터를 매개변수에
+    public IEnumerator UploadImage(byte[] imageData, RenderTexture renderTexture)
+    {
+        // int byteLength = imageData.Length;
+		// Debug.Log("바이트 배열의 크기: " + byteLength);
+
+        WWWForm form = new WWWForm();
+        form.AddBinaryData("image", imageData, "image.png", "image/png");
+
+        // POST 요청 보내기
+        using (UnityWebRequest www = UnityWebRequest.Post(serverUrl, form))
+        {
+            yield return www.SendWebRequest();
+
+            if (www.result != UnityWebRequest.Result.Success)
+            {
+                // Debug.LogError("Image upload failed: " + www.error);
+            }
+            else
+            {
+                Debug.Log("Image upload successful");
+                byte[] imageBytes = www.downloadHandler.data;
+                ConvertPNGToRenderTexture(imageBytes, renderTexture);
+            }
+        }
+    }
+    public byte[] RenderTexture_To_Byte(RenderTexture _renderImg){
+        // Ensure the RenderTexture is active or set it as the active RenderTexture
+
+        Texture2D texture2D = new Texture2D(_renderImg.width, _renderImg.height, TextureFormat.ARGB32, false);
+        RenderTexture.active = _renderImg;
+        texture2D.ReadPixels(new Rect(0, 0, _renderImg.width, _renderImg.height), 0, 0);
+        texture2D.Apply();
+
+        return texture2D.EncodeToPNG();
+    }
+     public void ConvertPNGToRenderTexture(byte[] pngData, RenderTexture renderTexture)
+    {
+        // Load the PNG data into a Texture2D
+        Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false);
+        if (texture.LoadImage(pngData))
+        {
+            Graphics.Blit(texture, renderTexture);
+            Destroy(texture);
+        }
+        else
+        {
+            Debug.LogError("Failed to load PNG data as a texture.");
+        }
+    }
+}
diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..60a11bff4a5c6a7ce164c056e205ae1d8d0a5557
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs b/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs
new file mode 100644
index 0000000000000000000000000000000000000000..caaaeb0718ec9f6249599ecec275b613d49e96d8
--- /dev/null
+++ b/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs
@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+ 
+public class MakeLine : MonoBehaviour 
+{
+    GameObject obj;
+ 
+    private void FixedUpdate()
+    {
+        obj = new GameObject("CheckPoint");
+        obj.tag = "CheckPoint";
+        obj.transform.position = this.transform.position;
+    }
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs.meta
new file mode 100644
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diff --git a/A.H.V(BETA)/Assets/2_Prefabs.meta b/A.H.V(BETA)/Assets/2_Prefabs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c74ea6954e6a52ae98dc0cccafe533daa9e77dc6
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diff --git a/A.H.V(BETA)/Assets/2_Prefabs/Outwalls.prefab b/A.H.V(BETA)/Assets/2_Prefabs/Outwalls.prefab
new file mode 100644
index 0000000000000000000000000000000000000000..4e6228a60fed8f49385f1ead7baa6d8d1285f2bd
--- /dev/null
+++ b/A.H.V(BETA)/Assets/2_Prefabs/Outwalls.prefab
@@ -0,0 +1,719 @@
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diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/README.txt b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/README.txt
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+Thank you for your download!
+
+With your purchase you acquired an high quality set of materials that you can use without limitation in your Unity projects.
+
+If you want to see a demo of the entire set, go inside the folder "Scenes" of this package and open the included scenes.
+
+If you liked the package please leave a good feedback on the store, it is very important for me to keep on working for the community. If you have any request or idea to suggest feel free to contact me by mail: alexregal@hotmail.it
+
+Check all my Unity packages here: https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:17101
+Check my portfolio here: https://alessioregalbuto.com
+
+It would be my pleasure if you mention my work in your projects, but it is not mandatory :)
+
+Have fun!
+
+#Version for Unity 5.3.4
+#Fixed shaders - Removed declaration for unity_LightGammaCorrectionConsts_PIDiv4, already present as constant in the new version.
\ No newline at end of file
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diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Scenes/Showcase Artistic.unity.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Scenes/Showcase Artistic.unity.meta
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diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Scenes/Showcase ArtisticSettings.lighting b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Scenes/Showcase ArtisticSettings.lighting
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diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders.meta
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diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader
new file mode 100644
index 0000000000000000000000000000000000000000..d2a6407a24f90ba417e59c86f98b22d10e0380f3
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader
@@ -0,0 +1,375 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/brick-807728" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0
+        _Gloss ("Gloss", Range(0, 1)) = 0.8
+        _node_2450 ("node_2450", 2D) = "bump" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3796c736d2b030b46c167a0851cf572973fe60a8
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 5e1ac426fc19f9945814c9ebeabc5361
+timeCreated: 1446917354
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 96bb926b90b82744693ee966a9a1b5a7, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: a2265e5c21ada234eba9f2a74ff5c47f, type: 3}
+  - _node_2450: {fileID: 2800000, guid: 1b23143232b41204d85d761b07d58631, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader
new file mode 100644
index 0000000000000000000000000000000000000000..840763008ee2c3236571ddaae45fa004e62beacd
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/brick-957823" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0
+        _Gloss ("Gloss", Range(0, 1)) = 1
+        _node_2354 ("node_2354", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_2354; uniform float4 _node_2354_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_2354_var = tex2D(_node_2354,TRANSFORM_TEX(i.uv0, _node_2354));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_2354_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..af23b9a24118c6ad7bb21d492f2be4d4b8918394
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f85588a58308f22418dcef2ef3119888
+timeCreated: 1446941851
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 1b81dacc68f5b89489a158fbeec3a7af, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: bc5c58ffefebace418a2a63ba7fc82c8, type: 3}
+  - _node_2354: {fileID: 2800000, guid: 2acc4043e712b29499e40abcb1600154, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader
new file mode 100644
index 0000000000000000000000000000000000000000..69af27e9b083ebb3bf238b4729cf3a7c85cf5407
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/brick-957827" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0
+        _Gloss ("Gloss", Range(0, 1)) = 0.8
+        _node_6916 ("node_6916", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_6916; uniform float4 _node_6916_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_6916_var = tex2D(_node_6916,TRANSFORM_TEX(i.uv0, _node_6916));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_6916_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6492c13bcbe77bc20f33a9d3c3fe66b4a0b317b2
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 699713d2898980b47a3cf9c686b7b4cb
+timeCreated: 1446942209
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: a37f1d4f17c3bb4459ea1285dc7387ce, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 5196092d8a261af45a31acae191aa3ab, type: 3}
+  - _node_6916: {fileID: 2800000, guid: 5fa9532a887c3e74ea6e585e3ea21cfa, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader
new file mode 100644
index 0000000000000000000000000000000000000000..7af54a6eddedf85ec3b0f573f99cab346462bcc5
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/bricks-868344" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0
+        _Gloss ("Gloss", Range(0, 1)) = 0.8
+        _node_4771 ("node_4771", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_4771; uniform float4 _node_4771_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_4771_var = tex2D(_node_4771,TRANSFORM_TEX(i.uv0, _node_4771));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_4771_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b450406bdd8cf066ced2ff463cdfdadf6ed01a9a
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f218ed5b318041b4abb3ca7e151229b6
+timeCreated: 1446942318
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: a92a5894aa2810d46a3982fe1a02d0a4, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 09ebd21bab5296847877d5b8a32e8d05, type: 3}
+  - _node_4771: {fileID: 2800000, guid: 37f1785902c31014e870ecdff41df12b, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader
new file mode 100644
index 0000000000000000000000000000000000000000..0f02ffbfd3d394e39e1d9cffd34ea476216ce939
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/patch-924648" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0
+        _Gloss ("Gloss", Range(0, 1)) = 0.3897436
+        _node_5554 ("node_5554", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_5554; uniform float4 _node_5554_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_5554_var = tex2D(_node_5554,TRANSFORM_TEX(i.uv0, _node_5554));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_5554_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..d3461a7ea235597de7ace25c6980d4099484eff6
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f1922e8113827464ba76f5dc2cb8c466
+timeCreated: 1446942464
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: d0ce344b7076db546add968cda141891, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: e2038a0801477d74e83c29a9295d15b3, type: 3}
+  - _node_5554: {fileID: 2800000, guid: 472c14cab953abb4e9fc32f490b7f510, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader
new file mode 100644
index 0000000000000000000000000000000000000000..b6c767d818cbc9108bcd97741a43228cbf59ff1e
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader
@@ -0,0 +1,375 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/shading-671263" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (1,1,1,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.02564103
+        _Gloss ("Gloss", Range(0, 1)) = 0.7264957
+        _node_5703 ("node_5703", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..dfb21c5fc4568e7d09cafb88a46c95cf58f77b23
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f9fa246e44c4031468fb93874b9ec91e
+timeCreated: 1446942868
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 8cdd994fdb233d64fa6b87e18110778f, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 4416e5d69b20f284589f730a87079dbe, type: 3}
+  - _node_5703: {fileID: 2800000, guid: ad21c2b87b5ad8f4aa0d60a41099e66f, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader
new file mode 100644
index 0000000000000000000000000000000000000000..2c4716c6d6b01ab0de60488857b654caf3d2acbd
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/stone-805287" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.07692309
+        _Gloss ("Gloss", Range(0, 1)) = 0.4068376
+        _node_9865 ("node_9865", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_9865; uniform float4 _node_9865_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_9865_var = tex2D(_node_9865,TRANSFORM_TEX(i.uv0, _node_9865));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_9865_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b0feeaadd4faacae62c39cccf2595b8a5ec35265
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f8871cb483b7a2b42888cea83d86da00
+timeCreated: 1446943019
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 5cdae53c11b7fdd4a98c13e697644f80, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: b9d667abd7b70774b8b43097f77c3331, type: 3}
+  - _node_9865: {fileID: 2800000, guid: 49da89e97739aee4d9672ac724a0c102, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader
new file mode 100644
index 0000000000000000000000000000000000000000..71b106ba26eac9ab03051ebeef035bb9d5617cbc
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/texture-709723" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.05982906
+        _Gloss ("Gloss", Range(0, 1)) = 0.5008547
+        _node_3588 ("node_3588", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_3588; uniform float4 _node_3588_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_3588_var = tex2D(_node_3588,TRANSFORM_TEX(i.uv0, _node_3588));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_3588_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..60173e4aa1c117304cd60c650274d44e3a3b5750
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 7719a11c5c81e4b47818b157dcfe3f46
+timeCreated: 1446943928
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 765982ebcb68a4243a427bb0df9bdc3b, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 84760763bead7dd4c9720ba6d2ee78a7, type: 3}
+  - _node_3588: {fileID: 2800000, guid: 5d6b7dcd0cf67bd4f8c7209b88321461, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader
new file mode 100644
index 0000000000000000000000000000000000000000..af154275c5dab5030764a7269cbd5c2d824b19d5
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/tile-846018" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.02564103
+        _Gloss ("Gloss", Range(0, 1)) = 0.4581197
+        _node_6708 ("node_6708", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_6708; uniform float4 _node_6708_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_6708_var = tex2D(_node_6708,TRANSFORM_TEX(i.uv0, _node_6708));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_6708_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..52b866e73b71c44b54d12c914855fd88b2e4d9be
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 41c3107a76c864a449624fca45be563d
+timeCreated: 1446944133
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 5b67d1103800a2141a4c1624e281b778, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 946fcbd549cc82549baec544e53477e6, type: 3}
+  - _node_6708: {fileID: 2800000, guid: a68aea1a044ed524894f713d015247d5, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader
new file mode 100644
index 0000000000000000000000000000000000000000..f6e82c333f36a93034dd5504fc9ff1d10bdafc15
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wall-617961" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.8676471,0.8676471,0.8676471,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.4615385
+        _Gloss ("Gloss", Range(0, 1)) = 1
+        _node_6281 ("node_6281", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_6281; uniform float4 _node_6281_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_6281_var = tex2D(_node_6281,TRANSFORM_TEX(i.uv0, _node_6281));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_6281_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..87dd3d25330f44c70e1ec1f4c26d2ad476eb1bd8
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ca08853c361dcc343aff707a8c54482b
+timeCreated: 1446944475
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: fdd045abac6b44b4f9c558e81e722e60, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 18bb5079e6eafa94a85ed8ad8f12f5a4, type: 3}
+  - _node_6281: {fileID: 2800000, guid: 5c85fe163a46e41429d6b7a5bded2693, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader
new file mode 100644
index 0000000000000000000000000000000000000000..5486b4a5801f34c8a773fb6c538ccd17923812fa
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wall-846013" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.0940171
+        _Gloss ("Gloss", Range(0, 1)) = 0.5435898
+        _node_7217 ("node_7217", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_7217; uniform float4 _node_7217_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_7217_var = tex2D(_node_7217,TRANSFORM_TEX(i.uv0, _node_7217));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_7217_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..81dc2acc95b22b8e21b19917e30fde5c4d7fcafd
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6d5d0cf9f61d67246b3a690d06b832b9
+timeCreated: 1446944805
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 7e00d22e5dab32940b86bdeed68fb333, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: a7f3bff1c5952e84bbbb5d4c6d6b4d74, type: 3}
+  - _node_7217: {fileID: 2800000, guid: ecad5034e170ceb4a9d0d824b44947a6, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader
new file mode 100644
index 0000000000000000000000000000000000000000..7ea3f1d8294f75235b6ec18ee33f73a94bd0c7cf
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wall-846015" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.8161765,0.8161765,0.8161765,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.07692308
+        _Gloss ("Gloss", Range(0, 1)) = 0.4923077
+        _node_3610 ("node_3610", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_3610; uniform float4 _node_3610_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_3610_var = tex2D(_node_3610,TRANSFORM_TEX(i.uv0, _node_3610));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_3610_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..cf6427daab22fd9b5d1654a9543658e85f2977b6
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 09c9825d2e8592b46ba9db6b66549e8a
+timeCreated: 1446945352
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 55a63e17de5e83948b7888f41c46ae31, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: 3a66abf2aa93cc34681f0710ed7548c8, type: 3}
+  - _node_3610: {fileID: 2800000, guid: f1a437d3a3e7944408208fb7348eeaf4, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader
new file mode 100644
index 0000000000000000000000000000000000000000..d55336cc6ac7c7f92ae45951b33ef7fe020f0537
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wood-731407" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.1025641
+        _Gloss ("Gloss", Range(0, 1)) = 0.5692308
+        _node_3540 ("node_3540", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_3540; uniform float4 _node_3540_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_3540_var = tex2D(_node_3540,TRANSFORM_TEX(i.uv0, _node_3540));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_3540_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..35fcfa08d206cb19d7f0640cafcff528fd2e01a2
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: a74dd10e2f8c9354e8ec4e919e617e7d
+timeCreated: 1446946668
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: ed66cbbe7e5e8c346bb35d5b34717e45, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: d2cd3fd43c3c1494bba72690bcbb62bb, type: 3}
+  - _node_3540: {fileID: 2800000, guid: ad7831b8cdb09ab4b83fc9e2970cdab7, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader
new file mode 100644
index 0000000000000000000000000000000000000000..22a71be97cdb8242791069af046bf8a985ca8f94
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wood-877000" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.8014706,0.8014706,0.8014706,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0
+        _Gloss ("Gloss", Range(0, 1)) = 0.5264958
+        _node_2514 ("node_2514", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_2514; uniform float4 _node_2514_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_2514_var = tex2D(_node_2514,TRANSFORM_TEX(i.uv0, _node_2514));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_2514_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a6687968bf3123f08698242855e781dda8ee1c9d
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 41a2a221cd9c68b4b8d9b0bd4bd7447d
+timeCreated: 1446945460
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 2e2436c9d658b994cbf30d256b10c301, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: ea627840621d2724887b20466d76cf43, type: 3}
+  - _node_2514: {fileID: 2800000, guid: f7e8a7906208754439a235633cc02e00, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader
new file mode 100644
index 0000000000000000000000000000000000000000..425573e3f8a9f78aa89ad99fd4394b40e1476ed0
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wood-877365" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.8161765,0.8161765,0.8161765,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.5042735
+        _Gloss ("Gloss", Range(0, 1)) = 0.5863248
+        _node_6801 ("node_6801", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_6801; uniform float4 _node_6801_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_6801_var = tex2D(_node_6801,TRANSFORM_TEX(i.uv0, _node_6801));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_6801_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..cf2c0653b386887b27244509cd5e6c267e8e7c8e
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6cabcd448092a72498da992e6ca3ff90
+timeCreated: 1446945611
+licenseType: Store
+ShaderImporter:
+  defaultTextures:
+  - _MainTex: {fileID: 2800000, guid: 2df36a2910d8d434fac9f6a3acbe49e4, type: 3}
+  - _BumpMap: {fileID: 2800000, guid: f89d8ef1b389da042a6a86764d232663, type: 3}
+  - _node_6801: {fileID: 2800000, guid: 66bac1f73fc6f734c95ec83aae131f18, type: 3}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader
new file mode 100644
index 0000000000000000000000000000000000000000..59dc4d7731bbce9589ededdf233b407a9a03efe1
--- /dev/null
+++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader
@@ -0,0 +1,377 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "High Quality Bricks & Walls/wood-938698" {
+    Properties {
+        _BumpMap ("Normal Map", 2D) = "bump" {}
+        _Color ("Color", Color) = (0.7573529,0.7573529,0.7573529,1)
+        _MainTex ("Base Color", 2D) = "white" {}
+        _Metallic ("Metallic", Range(0, 1)) = 0.2136752
+        _Gloss ("Gloss", Range(0, 1)) = 0.3042735
+        _node_9780 ("node_9780", 2D) = "white" {}
+    }
+    SubShader {
+        Tags {
+            "RenderType"="Opaque"
+        }
+        Pass {
+            Name "FORWARD"
+            Tags {
+                "LightMode"="ForwardBase"
+            }
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDBASE
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdbase_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            uniform sampler2D _node_9780; uniform float4 _node_9780_ST;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
+                    float4 ambientOrLightmapUV : TEXCOORD10;
+                #endif
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                #ifdef LIGHTMAP_ON
+                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+                    o.ambientOrLightmapUV.zw = 0;
+                #elif UNITY_SHOULD_SAMPLE_SH
+                #endif
+                #ifdef DYNAMICLIGHTMAP_ON
+                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+                #endif
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
+                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+/////// GI Data:
+                UnityLight light;
+                #ifdef LIGHTMAP_OFF
+                    light.color = lightColor;
+                    light.dir = lightDirection;
+                    light.ndotl = LambertTerm (normalDirection, light.dir);
+                #else
+                    light.color = half3(0.f, 0.f, 0.f);
+                    light.ndotl = 0.0f;
+                    light.dir = half3(0.f, 0.f, 0.f);
+                #endif
+                UnityGIInput d;
+                d.light = light;
+                d.worldPos = i.posWorld.xyz;
+                d.worldViewDir = viewDirection;
+                d.atten = attenuation;
+                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+                    d.ambient = 0;
+                    d.lightmapUV = i.ambientOrLightmapUV;
+                #else
+                    d.ambient = i.ambientOrLightmapUV;
+                #endif
+                d.boxMax[0] = unity_SpecCube0_BoxMax;
+                d.boxMin[0] = unity_SpecCube0_BoxMin;
+                d.probePosition[0] = unity_SpecCube0_ProbePosition;
+                d.probeHDR[0] = unity_SpecCube0_HDR;
+                d.boxMax[1] = unity_SpecCube1_BoxMax;
+                d.boxMin[1] = unity_SpecCube1_BoxMin;
+                d.probePosition[1] = unity_SpecCube1_ProbePosition;
+                d.probeHDR[1] = unity_SpecCube1_HDR;
+                Unity_GlossyEnvironmentData ugls_en_data;
+                ugls_en_data.roughness = 1.0 - gloss;
+                ugls_en_data.reflUVW = viewReflectDirection;
+                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
+                lightDirection = gi.light.dir;
+                lightColor = gi.light.color;
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float4 _node_9780_var = tex2D(_node_9780,TRANSFORM_TEX(i.uv0, _node_9780));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                half grazingTerm = saturate( gloss + specularMonochrome );
+                float3 indirectSpecular = (gi.indirect.specular + _node_9780_var.rgb);
+                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
+                float3 specular = (directSpecular + indirectSpecular);
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 indirectDiffuse = float3(0,0,0);
+                indirectDiffuse += gi.indirect.diffuse;
+                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor,1);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "FORWARD_DELTA"
+            Tags {
+                "LightMode"="ForwardAdd"
+            }
+            Blend One One
+            
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_FORWARDADD
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "AutoLight.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #pragma multi_compile_fwdadd_fullshadows
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float3 normal : NORMAL;
+                float4 tangent : TANGENT;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+                float3 normalDir : TEXCOORD4;
+                float3 tangentDir : TEXCOORD5;
+                float3 bitangentDir : TEXCOORD6;
+                LIGHTING_COORDS(7,8)
+                UNITY_FOG_COORDS(9)
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.normalDir = UnityObjectToWorldNormal(v.normal);
+                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
+                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                float3 lightColor = _LightColor0.rgb;
+                o.pos = UnityObjectToClipPos(v.vertex );
+                UNITY_TRANSFER_FOG(o,o.pos);
+                TRANSFER_VERTEX_TO_FRAGMENT(o)
+                return o;
+            }
+            float4 frag(VertexOutput i) : COLOR {
+                i.normalDir = normalize(i.normalDir);
+                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
+                float3 normalLocal = _BumpMap_var.rgb;
+                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
+                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
+                float3 lightColor = _LightColor0.rgb;
+                float3 halfDirection = normalize(viewDirection+lightDirection);
+////// Lighting:
+                float attenuation = LIGHT_ATTENUATION(i);
+                float3 attenColor = attenuation * _LightColor0.xyz;
+                float Pi = 3.141592654;
+                float InvPi = 0.31830988618;
+///////// Gloss:
+                float gloss = _Gloss;
+                float specPow = exp2( gloss * 10.0+1.0);
+////// Specular:
+                float NdotL = max(0, dot( normalDirection, lightDirection ));
+                float LdotH = max(0.0,dot(lightDirection, halfDirection));
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic
+                float specularMonochrome;
+                float3 specularColor;
+                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome );
+                specularMonochrome = 1-specularMonochrome;
+                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
+                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
+                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
+                float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss );
+                float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss)));
+				//half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2;
+                float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 );
+                float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH);
+                float3 specular = directSpecular;
+/////// Diffuse:
+                NdotL = max(0.0,dot( normalDirection, lightDirection ));
+                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
+                float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor;
+                float3 diffuse = directDiffuse * diffuseColor;
+/// Final Color:
+                float3 finalColor = diffuse + specular;
+                fixed4 finalRGBA = fixed4(finalColor * 1,0);
+                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
+                return finalRGBA;
+            }
+            ENDCG
+        }
+        Pass {
+            Name "Meta"
+            Tags {
+                "LightMode"="Meta"
+            }
+            Cull Off
+            
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #define UNITY_PASS_META 1
+            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
+            #define _GLOSSYENV 1
+            #include "UnityCG.cginc"
+            #include "Lighting.cginc"
+            #include "UnityPBSLighting.cginc"
+            #include "UnityStandardBRDF.cginc"
+            #include "UnityMetaPass.cginc"
+            #pragma fragmentoption ARB_precision_hint_fastest
+            #pragma multi_compile_shadowcaster
+            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
+            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
+            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
+            #pragma multi_compile_fog
+            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
+            #pragma target 3.0
+            uniform float4 _Color;
+            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
+            uniform float _Metallic;
+            uniform float _Gloss;
+            struct VertexInput {
+                float4 vertex : POSITION;
+                float2 texcoord0 : TEXCOORD0;
+                float2 texcoord1 : TEXCOORD1;
+                float2 texcoord2 : TEXCOORD2;
+            };
+            struct VertexOutput {
+                float4 pos : SV_POSITION;
+                float2 uv0 : TEXCOORD0;
+                float2 uv1 : TEXCOORD1;
+                float2 uv2 : TEXCOORD2;
+                float4 posWorld : TEXCOORD3;
+            };
+            VertexOutput vert (VertexInput v) {
+                VertexOutput o = (VertexOutput)0;
+                o.uv0 = v.texcoord0;
+                o.uv1 = v.texcoord1;
+                o.uv2 = v.texcoord2;
+                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
+                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
+                return o;
+            }
+            float4 frag(VertexOutput i) : SV_Target {
+/////// Vectors:
+                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
+                UnityMetaInput o;
+                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
+                
+                o.Emission = 0;
+                
+                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
+                float3 diffColor = (_MainTex_var.rgb*_Color.rgb);
+                float specularMonochrome;
+                float3 specColor;
+                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
+                float roughness = 1.0 - _Gloss;
+                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
+                
+                return UnityMetaFragment( o );
+            }
+            ENDCG
+        }
+    }
+    FallBack "Diffuse"
+}
diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader.meta
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diff --git a/A.H.V(BETA)/Assets/4_Textures/Texture_Me.meta b/A.H.V(BETA)/Assets/4_Textures/Texture_Me.meta
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diff --git a/A.H.V(BETA)/Assets/4_Textures/Texture_Me/Ground - Earth and Rocks - Free 'Texture B' (Hand-Painted).meta b/A.H.V(BETA)/Assets/4_Textures/Texture_Me/Ground - Earth and Rocks - Free 'Texture B' (Hand-Painted).meta
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diff --git a/A.H.V(BETA)/Assets/4_Textures/Texture_Me/Ground - Earth and Rocks - Free 'Texture B' (Hand-Painted)/Demo.unity b/A.H.V(BETA)/Assets/4_Textures/Texture_Me/Ground - Earth and Rocks - Free 'Texture B' (Hand-Painted)/Demo.unity
new file mode 100644
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@@ -0,0 +1,6 @@
+If you like this texture, maybe check out the pack too: 
+https://assetstore.unity.com/packages/slug/235781
+
+Have a good day!
+
+Igor
\ No newline at end of file
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+Shader "Custom/Button"
+{
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+    }
+    SubShader
+    {
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+        Pass
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+                float2 uv : TEXCOORD0;
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+                return o;
+            }
+
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+
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+            {
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+                return col;
+            }
+            ENDCG
+        }
+    }
+}
\ No newline at end of file
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new file mode 100644
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+}
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+{
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+
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+            {
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+                return col;
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+            ENDCG
+        }
+    }
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\ No newline at end of file
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diff --git a/Unity/Assets/ML-Agents/Examples/FoodCollector/TFModels/VisualFoodCollector.onnx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/FoodCollector/TFModels/VisualFoodCollector.onnx.meta
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diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Demos/ExpertGridWorld.demo b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Demos/ExpertGridWorld.demo
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diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Demos/ExpertGridWorld.demo.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Demos/ExpertGridWorld.demo.meta
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diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/Area.prefab b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/Area.prefab
similarity index 100%
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diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab
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diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta
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diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture
similarity index 64%
rename from Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture
index 3c2366415f128b0913b86bc1f95e18e261fc8f31..a9fe242f02dc39932a6f9be7cda7ea344ebaedc9 100644
--- a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture
+++ b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture
@@ -3,24 +3,29 @@
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 RenderTexture:
   m_ObjectHideFlags: 0
-  m_PrefabParentObject: {fileID: 0}
-  m_PrefabInternal: {fileID: 0}
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
   m_Name: agentRenderTexture
   m_ImageContentsHash:
     serializedVersion: 2
     Hash: 00000000000000000000000000000000
   m_ForcedFallbackFormat: 4
   m_DownscaleFallback: 0
-  m_Width: 84
-  m_Height: 64
+  m_IsAlphaChannelOptional: 0
+  serializedVersion: 5
+  m_Width: 128
+  m_Height: 128
   m_AntiAliasing: 1
-  m_DepthFormat: 1
-  m_ColorFormat: 0
+  m_MipCount: -1
+  m_DepthStencilFormat: 90
+  m_ColorFormat: 8
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   m_GenerateMips: 0
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+  m_EnableCompatibleFormat: 1
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@@ -31,3 +36,4 @@ RenderTexture:
     m_WrapW: 1
   m_Dimension: 2
   m_VolumeDepth: 1
+  m_ShadowSamplingMode: 2
diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture.meta
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rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Switch.fbx.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Switch.fbx.meta
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Walls.fbx b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx
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rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Walls.fbx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx.meta
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs.meta
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similarity index 71%
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index 16e0d132a6eab439072f2ba945351d993ad7ca88..f334c593ac36ec4d2db64e111360055a8481e82f 100644
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/BrickPyramid.prefab.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/BrickPyramid.prefab.meta
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/StonePyramid.prefab b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/StonePyramid.prefab
similarity index 67%
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index 089f1c7109c592eec68fc24bfdc5d2778c8455d1..c901a10ab4e49f7cd8ef93a0842d1c1e3e30eaf8 100644
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/StonePyramid.prefab.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/StonePyramid.prefab.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/StonePyramid.prefab.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/StonePyramid.prefab.meta
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scenes.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scenes.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes.meta
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scripts.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts.meta
diff --git a/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs
new file mode 100644
index 0000000000000000000000000000000000000000..042d7b363672d1d8c93bdc93bc301b564110480c
--- /dev/null
+++ b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs
@@ -0,0 +1,170 @@
+using System;
+using System.Linq;
+using UnityEngine;
+using Random = UnityEngine.Random;
+using Unity.MLAgents;
+using Unity.MLAgents.Actuators;
+using Unity.MLAgents.Sensors;
+
+public class PyramidAgent : Agent
+{
+    public GameObject area;
+    PyramidArea m_MyArea;
+    Rigidbody m_AgentRb;
+    PyramidSwitch m_SwitchLogic;
+    public GameObject areaSwitch;
+    public bool useVectorObs;
+
+    public override void Initialize()
+    {
+        m_AgentRb = GetComponent<Rigidbody>();
+        m_MyArea = area.GetComponent<PyramidArea>();
+        m_SwitchLogic = areaSwitch.GetComponent<PyramidSwitch>();
+    }
+    /*=========================================================================*/
+    /*=========================================================================*/
+    public Camera m_imgOriginal;
+    public Camera m_imgWallCam;
+    public Camera m_imgFloorCam;
+    public Camera m_imgButtonCam;
+    public Camera m_imgStoneBoxCam;
+    public RenderTexture m_imgWall;
+    public RenderTexture m_imgFloor;
+    public RenderTexture m_imgButton;
+    public RenderTexture m_imgStoneBox;
+    public Material m_materialWall;
+    public Material m_materialFloor;
+    public Material m_materialButton;
+    public Material m_materialStoneBox;
+    public RenderTexture m_imgProcessed;
+    public RenderTexture m_imgPassed;
+
+    public bool m_agentCaptureTrue = false;
+    // void Start(){
+    //     if(GameManager.instance.m_On_Upload == true){
+    //         GameManager.instance.StartImageUploader(m_imgOriginal.targetTexture);
+    //     }
+    // }
+    void Update(){
+        if(GameManager.instance.m_On_Capture == true && m_agentCaptureTrue == true){
+            if(GameManager.instance.m_captureCounter > GameManager.instance.m_captureDelay){
+                int fileNum = Random.Range(0, 50000);
+                GameManager.instance.Shading_Texture(m_imgWallCam.targetTexture, m_imgWall, m_materialWall);
+                GameManager.instance.Shading_Texture(m_imgFloorCam.targetTexture, m_imgFloor, m_materialFloor);
+                GameManager.instance.Shading_Texture(m_imgButtonCam.targetTexture, m_imgButton, m_materialButton);
+                GameManager.instance.Shading_Texture(m_imgStoneBoxCam.targetTexture, m_imgStoneBox, m_materialStoneBox);
+                GameManager.instance.CaptureAndSaveImage(m_imgOriginal.targetTexture, fileNum, "Img\\Original\\");
+                GameManager.instance.CaptureAndSaveImage(m_imgWall, fileNum, "Img\\Wall\\");
+                GameManager.instance.CaptureAndSaveImage(m_imgFloor, fileNum, "Img\\Floor\\");
+                GameManager.instance.CaptureAndSaveImage(m_imgButton, fileNum, "Img\\Button\\");
+                GameManager.instance.CaptureAndSaveImage(m_imgStoneBox, fileNum, "Img\\StoneBox\\");
+                Debug.Log(fileNum);
+            }
+        }
+        if(GameManager.instance.m_On_Upload == true){
+            if(GameManager.instance.m_captureCounter > GameManager.instance.m_captureDelay){
+                GameManager.instance.StartImageUploader(m_imgOriginal.targetTexture, m_imgProcessed);
+                GameManager.instance.Passing_Texture(m_imgOriginal.targetTexture, m_imgPassed);     
+
+            }
+            // GameManager.instance.Passing_Texture(m_imgOriginal.targetTexture, m_imgProcessed);             
+        }
+        else{
+            GameManager.instance.Passing_Texture(m_imgOriginal.targetTexture, m_imgProcessed);     
+        }
+        
+    }
+    /*=========================================================================*/
+    /*=========================================================================*/
+    public void MoveAgent(ActionSegment<int> act)
+    {
+        var dirToGo = Vector3.zero;
+        var rotateDir = Vector3.zero;
+
+        var action = act[0];
+        switch (action)
+        {
+            case 1:
+                dirToGo = transform.forward * 1f;
+                break;
+            case 2:
+                // dirToGo = transform.forward * -1f;
+                break;
+            case 3:
+                rotateDir = transform.up * 1f;
+                break;
+            case 4:
+                rotateDir = transform.up * -1f;
+                break;
+        }
+        transform.Rotate(rotateDir, Time.deltaTime * 200f);
+        m_AgentRb.AddForce(dirToGo * 2f, ForceMode.VelocityChange);
+    }
+
+    public override void OnActionReceived(ActionBuffers actionBuffers)
+
+    {
+        AddReward(-1f / MaxStep);
+        MoveAgent(actionBuffers.DiscreteActions);
+    }
+
+    public override void Heuristic(in ActionBuffers actionsOut)
+    {
+        var discreteActionsOut = actionsOut.DiscreteActions;
+        if (Input.GetKey(KeyCode.D))
+        {
+            discreteActionsOut[0] = 3;
+        }
+        else if (Input.GetKey(KeyCode.W))
+        {
+            discreteActionsOut[0] = 1;
+        }
+        else if (Input.GetKey(KeyCode.A))
+        {
+            discreteActionsOut[0] = 4;
+        }
+        // else if (Input.GetKey(KeyCode.S))
+        // {
+        //     discreteActionsOut[0] = 2;
+        // }
+    }
+
+    public override void OnEpisodeBegin()
+    {
+        var enumerable = Enumerable.Range(0, 9).OrderBy(x => Guid.NewGuid()).Take(9);
+        var items = enumerable.ToArray();
+
+        m_MyArea.CleanPyramidArea();
+
+        m_AgentRb.velocity = Vector3.zero;
+        m_MyArea.PlaceObject(gameObject, items[0]);
+        transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360)));
+
+        m_SwitchLogic.ResetSwitch(items[1], items[2]);
+        m_MyArea.CreateStonePyramid(1, items[3]);
+        m_MyArea.CreateStonePyramid(1, items[4]);
+        m_MyArea.CreateStonePyramid(1, items[5]);
+        m_MyArea.CreateStonePyramid(1, items[6]);
+        m_MyArea.CreateStonePyramid(1, items[7]);
+        m_MyArea.CreateStonePyramid(1, items[8]);
+    }
+
+    void OnCollisionEnter(Collision collision)
+    {
+        if (collision.gameObject.CompareTag("goal"))
+        {
+            SetReward(2f);
+            EndEpisode();
+        }
+        if (collision.gameObject.CompareTag("switchOff"))
+        {
+            SetReward(2f);
+            EndEpisode();
+        }
+        if (collision.gameObject.CompareTag("switchOn"))
+        {
+            SetReward(2f);
+            EndEpisode();
+        }
+    }
+}
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs
similarity index 100%
rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs.meta
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidSwitch.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidSwitch.cs
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diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidSwitch.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidSwitch.cs.meta
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similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture.meta
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureCompressed.unity.meta
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/Texture.png b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/Texture.png
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/Texture.png
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/Texture.png
diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/Texture.png.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/Texture.png.meta
similarity index 100%
rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/Texture.png.meta
rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/Texture.png.meta
diff --git a/A.H.V(BETA)/Assets/ML-Agents.meta b/A.H.V(BETA)/Assets/ML-Agents.meta
new file mode 100644
index 0000000000000000000000000000000000000000..368511391b1b0a5566079392343cf8301100c234
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new file mode 100644
index 0000000000000000000000000000000000000000..a377f782f12a94cafb2271221e8eeae79b32a611
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+  userData: 
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diff --git a/Unity/ProjectSettings/boot.config b/A.H.V(BETA)/Assets/StreamingAssets/SegmentationSettings.bytes
similarity index 100%
rename from Unity/ProjectSettings/boot.config
rename to A.H.V(BETA)/Assets/StreamingAssets/SegmentationSettings.bytes
diff --git a/A.H.V(BETA)/Assets/StreamingAssets/SegmentationSettings.bytes.meta b/A.H.V(BETA)/Assets/StreamingAssets/SegmentationSettings.bytes.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8fea0a222c475279a54d35df2012fbebbb30be5d
--- /dev/null
+++ b/A.H.V(BETA)/Assets/StreamingAssets/SegmentationSettings.bytes.meta
@@ -0,0 +1,7 @@
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+guid: e106125af8143fc48b5dece561e610a1
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
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diff --git a/Unity/Assets/csc.rsp b/A.H.V(BETA)/Assets/csc.rsp
similarity index 100%
rename from Unity/Assets/csc.rsp
rename to A.H.V(BETA)/Assets/csc.rsp
diff --git a/Unity/Assets/csc.rsp.meta b/A.H.V(BETA)/Assets/csc.rsp.meta
similarity index 100%
rename from Unity/Assets/csc.rsp.meta
rename to A.H.V(BETA)/Assets/csc.rsp.meta
diff --git a/A.H.V(BETA)/Assets/zex.meta b/A.H.V(BETA)/Assets/zex.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b5201a4c58c1dd80df576a0bf0453ed15e0579fe
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+++ b/A.H.V(BETA)/Assets/zex.meta
@@ -0,0 +1,9 @@
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diff --git a/A.H.V(BETA)/Assets/zex/cvtools.meta b/A.H.V(BETA)/Assets/zex/cvtools.meta
new file mode 100644
index 0000000000000000000000000000000000000000..067965ef70dedff16cea10f04318d3dafc74ca1d
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+licenseType: Free
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+  userData: 
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diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script.meta b/A.H.V(BETA)/Assets/zex/cvtools/script.meta
new file mode 100644
index 0000000000000000000000000000000000000000..d2ae05b31acb55b472747a2fc0011bdae0a6d9d0
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diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7747bd508b4d33717a23ad45475735ad9a48cf6f
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1091b184cf36e664c8cfd114bfa5ebd3
+folderAsset: yes
+timeCreated: 1500291601
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs
new file mode 100644
index 0000000000000000000000000000000000000000..1fa401d95bc0ddeba2fb9465f227a22805a96f7a
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs
@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+namespace zex.cvtools
+{
+	public class SegmentationEditor{
+
+
+
+		[MenuItem("Zex/Segmentation/Color Settings", false, 0)]
+		private static void ColorSettingsWindow()
+		{
+			EditorWindow window = EditorWindow.GetWindow<SegmentationSettingsWindow> ("Analysis", true);
+			window.Show ();
+		}
+
+		[MenuItem("Zex/Segmentation/Import Settings", false, 50)]
+		private static void ColorSettingsImport()
+		{
+			string path = EditorUtility.OpenFilePanel ("Import", "", "bytes");
+			if (path == null || path == "")
+				return;
+			TagsManager.Load (path);
+			EditorWindow.GetWindow<SegmentationSettingsWindow> ("Settings", true).Repaint ();
+
+			Debug.Log ("Import successfully");
+		}
+
+		[MenuItem("Zex/Segmentation/Export Settings", false, 51)]
+		private static void ColorSettingsExport()
+		{
+			string path = EditorUtility.SaveFilePanel ("Export", "", TagsManager.savingFileName, "bytes");
+			if (path == null || path == "")
+				return;
+			TagsManager.Save (path);
+			Debug.Log ("Export successfully");
+		}
+	}
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9b2d40da228d8225db046c51f4823a0b534af468
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 87391d7bb76d89b4bab468ab4c1fda19
+timeCreated: 1500292709
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ec3651f22199c4e3ce2cc3e7fe5a8a182406a3f8
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs
@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+namespace zex.cvtools.editor
+{
+    [CustomEditor(typeof(SegmentationScript))]
+    public class SegmentationScriptEditor : Editor
+    {
+
+        private SegmentationScript m_target;
+
+
+        public override void OnInspectorGUI()
+        {
+            m_target.renderTexture = (RenderTexture)EditorGUILayout.ObjectField(
+                                            new GUIContent("Render target", "RenderTexture to render segmentation results, leave blank for None for rendering on screen."), 
+                                            m_target.renderTexture, typeof(RenderTexture), true);
+
+            //m_target.enable = EditorGUILayout.Toggle(
+            //                        new GUIContent("Enable segmentation", "Toggle this to enable segmentation script."),
+            //                        m_target.enable);
+
+            m_target.enablekey = (KeyCode)EditorGUILayout.EnumPopup("Enable/Disable key", m_target.enablekey);
+
+        }
+
+        private void OnEnable()
+        {
+            m_target = (SegmentationScript) target;
+        }
+
+    }
+}
+
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..09896f5a67dba7f178848fec5dc908ce5193d702
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d9253249a9897954cb30dc186b6038d0
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs
new file mode 100644
index 0000000000000000000000000000000000000000..4fec139693f1152c3cc5442d3b5e60c8555eef74
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs
@@ -0,0 +1,97 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+namespace zex.cvtools
+{
+
+	public class SegmentationSettingsWindow : EditorWindow {
+
+		private bool ColorSettingsFoldoutIsOpen = true;
+		private Vector2 scrollPosition;
+
+		private GUILayoutOption miniButtonWidth = GUILayout.Width(40f);
+
+
+
+		/*
+		private void LeftToggleColorField(string label, bool value, Color color, out bool outvalue, out Color outcolor){
+			EditorGUILayout.BeginHorizontal ();
+
+			Rect rect = GUILayoutUtility.GetRect (18, 18);
+			outvalue = EditorGUI.ToggleLeft (rect, "", value);
+
+			outcolor = EditorGUILayout.ColorField (label, color);
+
+
+
+			EditorGUILayout.EndHorizontal ();
+		}*/
+
+
+
+		private void ColorSettingsContents()
+		{
+			//   [ auto | clear ] buttone
+			EditorGUILayout.BeginHorizontal ();  // <b3>
+
+			if (GUILayout.Button ("Auto", EditorStyles.miniButtonLeft, miniButtonWidth)) {
+				TagsManager.AutoColor ();
+			}
+			if (GUILayout.Button ("Clear", EditorStyles.miniButtonRight, miniButtonWidth)) {
+				TagsManager.ClearTags();
+			}
+
+			EditorGUILayout.EndHorizontal ();   // </b3>
+
+			TagsManager.UpdateTags();
+			string[] tags = TagsManager.Tags;
+			foreach (string t in tags)
+			{
+				Color color= EditorGUILayout.ColorField (t, TagsManager.GetColor (t));
+				TagsManager.SetColor (t, color);
+			}
+		}
+
+
+		private GUIStyle CustomFoldoutStyle()
+		{
+			GUIStyle foldoutStyle = new GUIStyle (EditorStyles.foldout);
+			foldoutStyle.fontStyle = FontStyle.Bold;
+			foldoutStyle.focused.textColor = Color.black;
+			foldoutStyle.active.textColor = Color.black;
+			foldoutStyle.normal.textColor = Color.black;
+			foldoutStyle.onActive.textColor = Color.black;
+			foldoutStyle.onFocused.textColor = Color.black;
+			return foldoutStyle;
+		}
+
+		private void OnGUI()
+		{
+			
+			EditorGUI.BeginChangeCheck (); // <b1>
+			scrollPosition = GUILayout.BeginScrollView (scrollPosition); // <b2>
+
+
+			ColorSettingsFoldoutIsOpen = EditorGUILayout.Foldout (ColorSettingsFoldoutIsOpen, "Color Settings", true, CustomFoldoutStyle());
+
+			if (ColorSettingsFoldoutIsOpen)
+			{
+				EditorGUI.indentLevel++;  //    <I1>
+
+				ColorSettingsContents ();
+
+				EditorGUI.indentLevel--;  //    </ I1>
+			}
+
+
+
+			GUILayout.EndScrollView(); //    </ b2>
+			EditorGUI.EndChangeCheck (); //    </ b1>
+		}
+	}
+
+
+}
+
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..d9667a5d8f91dd239681c2e20f476e4e93540316
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 5267a7b62af87f84c99743e5238e7742
+timeCreated: 1506348210
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..92fcfd202143b42510d6afbf2cf1db66a7b00c1c
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs
@@ -0,0 +1,165 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+namespace zex.cvtools
+{
+
+	[RequireComponent(typeof(Camera))]
+	public class SegmentationScript : MonoBehaviour {
+
+		[SerializeField, HideInInspector]
+		public Shader shader=null;
+
+		[SerializeField, HideInInspector]
+		private RenderTexture m_renderTexture=null;
+
+		[SerializeField, HideInInspector]
+		private bool m_enable = true;
+
+		[SerializeField, HideInInspector]
+		private KeyCode m_onoffkey = KeyCode.None;
+
+
+		private GameObject m_dummy = null;
+		private Camera m_maincam;
+		private Camera m_dummycam = null;
+		private MaterialPropertyBlock m_propertyBlock = null;
+
+		
+
+
+		public RenderTexture renderTexture
+		{
+			get{ return m_renderTexture; }
+			set{ 
+				m_renderTexture = value; 
+				if(m_dummycam != null)
+					m_dummycam.targetTexture = m_renderTexture; 
+			}
+		}
+
+		public bool enable
+		{
+			get{ return m_enable; }
+			set{ 
+				m_enable = value; 
+				if(m_dummycam != null)
+				{
+					m_dummy.SetActive(enable);
+					m_dummycam.enabled = enable;
+				}
+			}
+		}
+
+		public KeyCode enablekey
+		{
+			get {return m_onoffkey; }
+			set {m_onoffkey = value; }
+		}
+
+
+
+		void CreateDummyCamera(){
+
+			m_maincam = this.GetComponent<Camera>();
+
+			if (m_dummy == null)
+			{
+				m_dummy = new GameObject ();
+				m_dummy.name = "HiddenSegmentationCamera";
+				m_dummy.transform.SetParent (this.transform);
+				m_dummy.transform.localPosition = Vector3.zero;
+				m_dummy.transform.localRotation = Quaternion.identity;
+				m_dummy.transform.localScale = Vector3.one;
+
+				m_dummy.hideFlags = HideFlags.HideInHierarchy;
+			}
+			
+			if (m_dummycam == null)
+			{
+				m_dummycam = m_dummy.AddComponent<Camera> ();
+
+				m_dummycam.cullingMask = m_maincam.cullingMask;
+				m_dummycam.aspect = m_maincam.aspect;
+				m_dummycam.nearClipPlane = m_maincam.nearClipPlane;
+				m_dummycam.farClipPlane = m_maincam.farClipPlane;
+				m_dummycam.fieldOfView = m_maincam.fieldOfView;
+				m_dummycam.rect = m_maincam.rect;
+				m_dummycam.depth = m_maincam.depth + 1;
+				m_dummycam.clearFlags = CameraClearFlags.Color;
+				m_dummycam.backgroundColor = Color.black;
+				m_dummycam.targetTexture = m_renderTexture;
+			}
+		}
+
+		// Use this for initialization
+		void Start () {
+
+			// setting shader
+			if(shader == null)
+				shader = Shader.Find ("Hidden/SegmentationShader");
+
+			// create dummy camera
+			CreateDummyCamera ();
+
+			// set segmentation shader as replacement shader
+			m_dummycam.SetReplacementShader (shader, "");
+
+			// initialize property block
+			m_propertyBlock = new MaterialPropertyBlock();
+
+			UpdateMaterialPropertyBlock ();
+		}
+
+		void UpdateMaterialPropertyBlock(){
+			var renderers = GameObject.FindObjectsOfType<Renderer> ();
+
+			foreach (var r in renderers) {
+				var tag = r.gameObject.tag;
+				m_propertyBlock.SetColor ("_ObjectColor", TagsManager.GetColor (tag));
+				r.SetPropertyBlock (m_propertyBlock);
+			}
+		}
+		
+		// Update is called once per frame
+		void Update () {
+			if(enable)
+				UpdateMaterialPropertyBlock ();
+
+			if(Input.GetKeyDown(m_onoffkey))
+			{
+				enable = !enable;
+				if (enable == true)
+				{
+					Debug.Log("Enable segmentation shader");
+				}
+				else
+				{
+					Debug.Log("Disable segmentation shader");
+				}
+			}
+
+		}
+
+		void OnDisable()
+		{
+			enable = false;
+		}
+
+		void OnEnable()
+		{
+			enable = true;
+		}
+
+		public Camera GetDummyCamera(){
+			return m_dummycam;
+		}
+
+		public void Render(){
+			m_dummycam.Render ();
+		}
+	}
+
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5c9edcd7fc6b27eb38d8d1fc900bfb5c2f8bc89f
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 0c6072f17f735554b843f8d559235b3a
+timeCreated: 1506361786
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences:
+  - shader: {fileID: 4800000, guid: b991bd31ee651764cb790f2872c85bab, type: 3}
+  - target: {instanceID: 0}
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..947235c5e706c25af7910107b5d386f41aa06f93
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs
@@ -0,0 +1,350 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using System.Runtime.Serialization.Formatters;
+using System.Runtime.Serialization.Formatters.Binary;
+using System.IO;
+using UnityEngine;
+
+[System.Serializable]
+public class TagField{
+	public bool valid;  //if tag is visible (true/false)
+
+	[System.NonSerialized]private Color my_color = new Color(0,0,0,1);  //store unity color
+
+	[SerializeField]private SerializableColor my_scolor = new SerializableColor(Color.black);  //store serializable color
+
+
+	// serializable color
+	[System.Serializable]
+	public class SerializableColor{
+		public float r;  //4 channels
+		public float g;
+		public float b;
+		public float a;
+
+		// constructor
+		public SerializableColor(Color color){
+			Fill(color);
+		}
+
+		//convert from unity color
+		public void Fill(Color color){
+			r = color.r;
+			g = color.g;
+			b = color.b;
+			a = color.a;
+		}
+
+		// convert to unity color
+		public Color ToColor(){
+			return new Color (r, g, b, a);
+		}
+	}
+
+	// constructor
+	public TagField(bool valid, Color color){
+		this.valid = valid;
+		this.color = color;
+	}
+
+	// get/set color (unity color)
+	public Color color{
+		get{ return my_color; }
+		set{
+			my_color = value;
+			my_scolor.Fill (my_color);
+		}
+	}
+
+	// after deserialize serializable_color then update to unity_color
+	public void OnAfterDeserialize(){
+		my_color = my_scolor.ToColor ();
+	}
+}
+
+
+// serializable key value pair
+[System.Serializable]
+public struct SerializableKeyValuePair<K, V>
+{
+	public K Key { get; set;}
+	public V Value { get; set;}
+}
+
+
+[System.Serializable]
+public static class TagsManager{
+
+	public static string savingPath = Application.streamingAssetsPath;
+	public static string savingFileName = "SegmentationSettings.bytes";
+
+
+	public static Dictionary<string, TagField> tagfield = null;
+	public static string[] taglist = null;
+
+	public static Dictionary<string, TagField> TagInfo
+	{
+		get{
+			if (tagfield == null)
+				UpdateTags ();
+			return tagfield; 
+		}
+		set{ 
+			tagfield = value; 
+		}
+	}
+
+
+
+	public static string[] Tags
+	{
+		get{ 
+			if (taglist == null)
+				UpdateTags ();
+			return taglist; 
+		}
+		set{ 
+			taglist = value; 
+		}
+	}
+
+	public static string FileName
+	{
+		get { return savingFileName; }
+		set { 
+			if (value == null || value == "")
+				return;
+			savingFileName = value;
+		}
+	}
+
+	public static void UpdateTagList()
+	{
+		#if UNITY_EDITOR
+		taglist = UnityEditorInternal.InternalEditorUtility.tags;
+		#endif
+
+		//dump from tagfied
+		if (taglist == null) {
+			taglist = new string[tagfield.Keys.Count];
+			tagfield.Keys.CopyTo (taglist, 0);
+		}
+			
+	}
+
+	public static void UpdateTagField()
+	{
+		var newtagfield = new Dictionary<string, TagField> ();
+
+
+		foreach (string t in taglist) {
+			if (tagfield.ContainsKey (t)) {
+				newtagfield [t] = tagfield [t];
+			} else {
+				newtagfield.Add (t, new TagField (true, Color.black));
+			}
+		}
+
+		tagfield = newtagfield;
+	}
+
+	public static void UpdateTags()
+	{
+
+		if (taglist == null && tagfield == null) {
+			InitializeTags ();
+		} else {
+			UpdateTagList ();
+			UpdateTagField ();
+		}
+
+		#if UNITY_EDITOR
+		SaveToResourcesFolder(savingFileName);
+		#endif
+	}
+
+
+	public static void InitializeTags()
+	{
+		LoadFromResourcesFolder (savingFileName);
+		UpdateTagList ();
+	}
+
+	public static void ClearTags()
+	{
+		tagfield = new Dictionary<string, TagField> ();
+
+		foreach (string t in taglist) {
+			tagfield.Add (t, new TagField (true, Color.gray));
+		}
+	}
+
+	public static TagField GetTagField(string tag)
+	{
+		if (tagfield != null && tagfield.ContainsKey (tag)) {
+			return tagfield [tag];
+		} else {
+			UpdateTags ();
+			if (tagfield.ContainsKey (tag)) {
+				return tagfield [tag];
+			}
+			Debug.LogError ("tag " + tag + " not found!");
+			return null;
+		}
+	}
+
+	public static Color GetColor(string tag)
+	{
+		TagField field = GetTagField (tag);
+		if (field == null)
+			return Color.gray;
+		else
+			return field.color;
+	}
+
+	public static void SetColor(string tag, Color color)
+	{
+		TagField field = GetTagField (tag);
+		if (field == null)
+			return;
+		else
+			field.color = color;
+	}
+
+	public static bool GetValid(string tag)
+	{
+		TagField field = GetTagField (tag);
+		if (field == null)
+			return false;
+		else
+			return field.valid;
+	}
+
+	public static void SetValid(string tag, bool valid)
+	{
+		TagField field = GetTagField (tag);
+		if (field == null)
+			return;
+		else
+			field.valid = valid;
+	}
+
+	public static void SetAllValid()
+	{
+		foreach (var pair in tagfield) {
+			pair.Value.valid = true;
+		}
+	}
+
+	public static void SetRevertAllValid()
+	{
+		foreach (var pair in tagfield) {
+			pair.Value.valid = !pair.Value.valid;
+		}
+	}
+
+	public static void SetRandomColor()
+	{
+		int count = 0;
+
+		foreach (var pair in tagfield) {
+			float hue = (float)count / (float)tagfield.Count*3;
+			float value = Mathf.Lerp (1, 0, Mathf.Floor(hue) / 5.0f * 0.8f);
+			hue = hue - Mathf.Floor(hue) * 0.9f;
+
+			pair.Value.color = Color.HSVToRGB (hue, 1, value);
+
+			count++;
+		}
+	}
+
+	public static void AutoColor (){
+		SetRandomColor ();
+	}
+
+	public static void SaveToResourcesFolder(string path){
+		if (!Directory.Exists (savingPath)) {
+			Directory.CreateDirectory (savingPath);
+		}
+
+		Save (Path.Combine(savingPath, path));
+	}
+
+
+
+	public static void LoadFromResourcesFolder(string path){
+		if (!Directory.Exists (savingPath)) {
+			Directory.CreateDirectory (savingPath);
+			SaveToResourcesFolder (path);
+			return;
+		}
+
+		Load (Path.Combine(savingPath, path));
+	}
+
+	public static void Save(string path)
+	{
+		try{
+			BinaryFormatter bf = new BinaryFormatter ();
+			FileStream file = File.Create (path);
+
+			var arr = new SerializableKeyValuePair<string, TagField>[tagfield.Count];
+			int start_count = 0;
+			foreach(var pair in tagfield){
+				arr [start_count] = new SerializableKeyValuePair<string, TagField> ();
+				arr [start_count].Key = pair.Key;
+				arr [start_count++].Value = pair.Value;
+			}
+
+			bf.Serialize (file, arr);
+
+			file.Close ();
+		}
+		catch(FileNotFoundException e)
+		{
+			Debug.LogException (e);
+		}
+		catch(IOException e) 
+		{
+			Debug.LogException (e);
+		}
+	}
+
+	public static void Load(string path)
+	{
+
+		if(tagfield == null)
+			tagfield = new Dictionary<string, TagField>();
+
+		try{
+			BinaryFormatter bf = new BinaryFormatter ();
+			FileStream file = File.Open (path, FileMode.Open);
+			var arr = (SerializableKeyValuePair<string, TagField>[])bf.Deserialize (file);
+			file.Close ();
+
+
+
+			foreach (var pair in arr) {
+				
+				// Convert Serialized Color to unity color
+				pair.Value.OnAfterDeserialize();
+
+				if(tagfield.ContainsKey(pair.Key))
+				{
+					tagfield[pair.Key] = pair.Value;
+				}
+				else
+				{
+					tagfield.Add (pair.Key, pair.Value);
+				}
+			}
+
+		}catch{
+			
+			Debug.LogError ("Cannot load file " + path);
+		}
+
+		UpdateTags ();
+	}
+}
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7f84a9e98c61b8c8dce15c34e402443b0684f88f
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 301735e7150ad804298b069f8662fbaa
+timeCreated: 1500544889
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/shader.meta b/A.H.V(BETA)/Assets/zex/cvtools/shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..82fa9e9073a743e99d2e8a0265644106d71aa68f
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: db898c122f5f5de43a04b898eb1f50f4
+folderAsset: yes
+timeCreated: 1506347173
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader
new file mode 100644
index 0000000000000000000000000000000000000000..1a64dafeb85bf958880b353fa8b75c124396c259
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader
@@ -0,0 +1,38 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Unlit/SingleColor"
+{
+    Properties
+    {
+        // Color property for material inspector, default to white
+        _Color ("Main Color", Color) = (1,1,1,1)
+    }
+    SubShader
+    {
+        Pass
+        {
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            
+            // vertex shader
+            // this time instead of using "appdata" struct, just spell inputs manually,
+            // and instead of returning v2f struct, also just return a single output
+            // float4 clip position
+            float4 vert (float4 vertex : POSITION) : SV_POSITION
+            {
+                return UnityObjectToClipPos(vertex);
+            }
+            
+            // color from the material
+            fixed4 _Color;
+
+            // pixel shader, no inputs needed
+            fixed4 frag () : SV_Target
+            {
+                return _Color; // just return it
+            }
+            ENDCG
+        }
+    }
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader.meta b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..de59d28ca78a269a890ababa11673185a87ef293
--- /dev/null
+++ b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: b991bd31ee651764cb790f2872c85bab
+timeCreated: 1500626710
+licenseType: Free
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Unity/Packages/manifest.json b/A.H.V(BETA)/Packages/manifest.json
similarity index 100%
rename from Unity/Packages/manifest.json
rename to A.H.V(BETA)/Packages/manifest.json
diff --git a/Unity/Packages/packages-lock.json b/A.H.V(BETA)/Packages/packages-lock.json
similarity index 100%
rename from Unity/Packages/packages-lock.json
rename to A.H.V(BETA)/Packages/packages-lock.json
diff --git a/Unity/Project.sln.DotSettings b/A.H.V(BETA)/Project.sln.DotSettings
similarity index 100%
rename from Unity/Project.sln.DotSettings
rename to A.H.V(BETA)/Project.sln.DotSettings
diff --git a/Unity/ProjectSettings/AudioManager.asset b/A.H.V(BETA)/ProjectSettings/AudioManager.asset
similarity index 100%
rename from Unity/ProjectSettings/AudioManager.asset
rename to A.H.V(BETA)/ProjectSettings/AudioManager.asset
diff --git a/Unity/ProjectSettings/ClusterInputManager.asset b/A.H.V(BETA)/ProjectSettings/ClusterInputManager.asset
similarity index 100%
rename from Unity/ProjectSettings/ClusterInputManager.asset
rename to A.H.V(BETA)/ProjectSettings/ClusterInputManager.asset
diff --git a/Unity/ProjectSettings/DynamicsManager.asset b/A.H.V(BETA)/ProjectSettings/DynamicsManager.asset
similarity index 100%
rename from Unity/ProjectSettings/DynamicsManager.asset
rename to A.H.V(BETA)/ProjectSettings/DynamicsManager.asset
diff --git a/Unity/ProjectSettings/EditorBuildSettings.asset b/A.H.V(BETA)/ProjectSettings/EditorBuildSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/EditorBuildSettings.asset
rename to A.H.V(BETA)/ProjectSettings/EditorBuildSettings.asset
diff --git a/Unity/ProjectSettings/EditorSettings.asset b/A.H.V(BETA)/ProjectSettings/EditorSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/EditorSettings.asset
rename to A.H.V(BETA)/ProjectSettings/EditorSettings.asset
diff --git a/Unity/ProjectSettings/GraphicsSettings.asset b/A.H.V(BETA)/ProjectSettings/GraphicsSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/GraphicsSettings.asset
rename to A.H.V(BETA)/ProjectSettings/GraphicsSettings.asset
diff --git a/Unity/ProjectSettings/InputManager.asset b/A.H.V(BETA)/ProjectSettings/InputManager.asset
similarity index 100%
rename from Unity/ProjectSettings/InputManager.asset
rename to A.H.V(BETA)/ProjectSettings/InputManager.asset
diff --git a/Unity/ProjectSettings/MemorySettings.asset b/A.H.V(BETA)/ProjectSettings/MemorySettings.asset
similarity index 100%
rename from Unity/ProjectSettings/MemorySettings.asset
rename to A.H.V(BETA)/ProjectSettings/MemorySettings.asset
diff --git a/Unity/ProjectSettings/NavMeshAreas.asset b/A.H.V(BETA)/ProjectSettings/NavMeshAreas.asset
similarity index 100%
rename from Unity/ProjectSettings/NavMeshAreas.asset
rename to A.H.V(BETA)/ProjectSettings/NavMeshAreas.asset
diff --git a/Unity/ProjectSettings/PackageManagerSettings.asset b/A.H.V(BETA)/ProjectSettings/PackageManagerSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/PackageManagerSettings.asset
rename to A.H.V(BETA)/ProjectSettings/PackageManagerSettings.asset
diff --git a/Unity/ProjectSettings/Physics2DSettings.asset b/A.H.V(BETA)/ProjectSettings/Physics2DSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/Physics2DSettings.asset
rename to A.H.V(BETA)/ProjectSettings/Physics2DSettings.asset
diff --git a/Unity/ProjectSettings/PresetManager.asset b/A.H.V(BETA)/ProjectSettings/PresetManager.asset
similarity index 100%
rename from Unity/ProjectSettings/PresetManager.asset
rename to A.H.V(BETA)/ProjectSettings/PresetManager.asset
diff --git a/Unity/ProjectSettings/ProjectSettings.asset b/A.H.V(BETA)/ProjectSettings/ProjectSettings.asset
similarity index 91%
rename from Unity/ProjectSettings/ProjectSettings.asset
rename to A.H.V(BETA)/ProjectSettings/ProjectSettings.asset
index 0685899de93a8b2d145c64b7d8c07a77a305a2f7..e6a6eadd3967052474769b6012842d6ea7267f55 100644
--- a/Unity/ProjectSettings/ProjectSettings.asset
+++ b/A.H.V(BETA)/ProjectSettings/ProjectSettings.asset
@@ -17,7 +17,7 @@ PlayerSettings:
   defaultCursor: {fileID: 0}
   cursorHotspot: {x: 0, y: 0}
   m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
-  m_ShowUnitySplashScreen: 0
+  m_ShowUnitySplashScreen: 1
   m_ShowUnitySplashLogo: 1
   m_SplashScreenOverlayOpacity: 1
   m_SplashScreenAnimation: 1
@@ -271,7 +271,99 @@ PlayerSettings:
   AndroidValidateAppBundleSize: 1
   AndroidAppBundleSizeToValidate: 150
   m_BuildTargetIcons: []
-  m_BuildTargetPlatformIcons: []
+  m_BuildTargetPlatformIcons:
+  - m_BuildTarget: Android
+    m_Icons:
+    - m_Textures: []
+      m_Width: 432
+      m_Height: 432
+      m_Kind: 2
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 324
+      m_Height: 324
+      m_Kind: 2
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 216
+      m_Height: 216
+      m_Kind: 2
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 162
+      m_Height: 162
+      m_Kind: 2
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 108
+      m_Height: 108
+      m_Kind: 2
+      m_SubKind: 
+    - m_Textures: []
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+      m_Height: 81
+      m_Kind: 2
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 192
+      m_Height: 192
+      m_Kind: 1
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 144
+      m_Height: 144
+      m_Kind: 1
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 96
+      m_Height: 96
+      m_Kind: 1
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 72
+      m_Height: 72
+      m_Kind: 1
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 48
+      m_Height: 48
+      m_Kind: 1
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 36
+      m_Height: 36
+      m_Kind: 1
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 192
+      m_Height: 192
+      m_Kind: 0
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 144
+      m_Height: 144
+      m_Kind: 0
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 96
+      m_Height: 96
+      m_Kind: 0
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 72
+      m_Height: 72
+      m_Kind: 0
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 48
+      m_Height: 48
+      m_Kind: 0
+      m_SubKind: 
+    - m_Textures: []
+      m_Width: 36
+      m_Height: 36
+      m_Kind: 0
+      m_SubKind: 
   m_BuildTargetBatching: []
   m_BuildTargetGraphicsJobs:
   - m_BuildTarget: MacStandaloneSupport
diff --git a/Unity/ProjectSettings/ProjectVersion.txt b/A.H.V(BETA)/ProjectSettings/ProjectVersion.txt
similarity index 100%
rename from Unity/ProjectSettings/ProjectVersion.txt
rename to A.H.V(BETA)/ProjectSettings/ProjectVersion.txt
diff --git a/Unity/ProjectSettings/QualitySettings.asset b/A.H.V(BETA)/ProjectSettings/QualitySettings.asset
similarity index 100%
rename from Unity/ProjectSettings/QualitySettings.asset
rename to A.H.V(BETA)/ProjectSettings/QualitySettings.asset
diff --git a/A.H.V(BETA)/ProjectSettings/SceneTemplateSettings.json b/A.H.V(BETA)/ProjectSettings/SceneTemplateSettings.json
new file mode 100644
index 0000000000000000000000000000000000000000..6f3e60fd8b7178b90a74640de7a6006d7a2b6565
--- /dev/null
+++ b/A.H.V(BETA)/ProjectSettings/SceneTemplateSettings.json
@@ -0,0 +1,167 @@
+{
+    "templatePinStates": [],
+    "dependencyTypeInfos": [
+        {
+            "userAdded": false,
+            "type": "UnityEngine.AnimationClip",
+            "ignore": false,
+            "defaultInstantiationMode": 0,
+            "supportsModification": true
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.Animations.AnimatorController",
+            "ignore": false,
+            "defaultInstantiationMode": 0,
+            "supportsModification": true
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.AnimatorOverrideController",
+            "ignore": false,
+            "defaultInstantiationMode": 0,
+            "supportsModification": true
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.Audio.AudioMixerController",
+            "ignore": false,
+            "defaultInstantiationMode": 0,
+            "supportsModification": true
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.ComputeShader",
+            "ignore": true,
+            "defaultInstantiationMode": 1,
+            "supportsModification": true
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Cubemap",
+            "ignore": false,
+            "defaultInstantiationMode": 0,
+            "supportsModification": true
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diff --git a/Unity/ProjectSettings/TagManager.asset b/A.H.V(BETA)/ProjectSettings/TagManager.asset
similarity index 87%
rename from Unity/ProjectSettings/TagManager.asset
rename to A.H.V(BETA)/ProjectSettings/TagManager.asset
index 8f00405a429cefb5b1989abf0efc1617851565da..fe61b98b87cff51b319d183c3d9dca274abc1bd0 100644
--- a/Unity/ProjectSettings/TagManager.asset
+++ b/A.H.V(BETA)/ProjectSettings/TagManager.asset
@@ -20,16 +20,14 @@ TagManager:
   - switchOn
   - stone
   - target
-  - badFood
-  - food
-  - walkableSurface
-  - symbol_X
-  - symbol_O
   - symbol_X_Goal
   - symbol_O_Goal
   - purpleAgent
   - purpleGoal
   - tile
+  - button
+  - Floor
+  - CheckPoint
   layers:
   - Default
   - TransparentFX
@@ -40,10 +38,10 @@ TagManager:
   - 
   - 
   - invisible
-  - 
-  - 
-  - 
-  - 
+  - Wall
+  - Floor
+  - Button
+  - StoneBox
   - 
   - 
   - 
diff --git a/Unity/ProjectSettings/TimeManager.asset b/A.H.V(BETA)/ProjectSettings/TimeManager.asset
similarity index 100%
rename from Unity/ProjectSettings/TimeManager.asset
rename to A.H.V(BETA)/ProjectSettings/TimeManager.asset
diff --git a/Unity/ProjectSettings/UnityConnectSettings.asset b/A.H.V(BETA)/ProjectSettings/UnityConnectSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/UnityConnectSettings.asset
rename to A.H.V(BETA)/ProjectSettings/UnityConnectSettings.asset
diff --git a/Unity/ProjectSettings/VFXManager.asset b/A.H.V(BETA)/ProjectSettings/VFXManager.asset
similarity index 100%
rename from Unity/ProjectSettings/VFXManager.asset
rename to A.H.V(BETA)/ProjectSettings/VFXManager.asset
diff --git a/Unity/ProjectSettings/VersionControlSettings.asset b/A.H.V(BETA)/ProjectSettings/VersionControlSettings.asset
similarity index 100%
rename from Unity/ProjectSettings/VersionControlSettings.asset
rename to A.H.V(BETA)/ProjectSettings/VersionControlSettings.asset
diff --git a/A.H.V(BETA)/ProjectSettings/boot.config b/A.H.V(BETA)/ProjectSettings/boot.config
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/Unity/Recordings/movie.mp4 b/A.H.V(BETA)/Recordings/movie.mp4
similarity index 100%
rename from Unity/Recordings/movie.mp4
rename to A.H.V(BETA)/Recordings/movie.mp4
diff --git a/Unity/UserSettings/EditorUserSettings.asset b/A.H.V(BETA)/UserSettings/EditorUserSettings.asset
similarity index 67%
rename from Unity/UserSettings/EditorUserSettings.asset
rename to A.H.V(BETA)/UserSettings/EditorUserSettings.asset
index 2c58be0446bb9859f08e052d90734694cdc59cb5..522966606f97fae12b9486c6f9d4ae9a58e0b427 100644
--- a/Unity/UserSettings/EditorUserSettings.asset
+++ b/A.H.V(BETA)/UserSettings/EditorUserSettings.asset
@@ -6,7 +6,13 @@ EditorUserSettings:
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-      value: 500455000756580e5d0f587612775e11404e1b2b7c7c7068787d4565e0b5376c
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       flags: 0
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diff --git a/A.H.V(BETA)/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/A.H.V(BETA)/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
new file mode 100644
index 0000000000000000000000000000000000000000..9bb48f62487d64d0a2119bea04cef589c6ebb9d4
--- /dev/null
+++ b/A.H.V(BETA)/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
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diff --git a/Unity/UserSettings/Layouts/default-2021.dwlt b/A.H.V(BETA)/UserSettings/Layouts/default-2021.dwlt
similarity index 55%
rename from Unity/UserSettings/Layouts/default-2021.dwlt
rename to A.H.V(BETA)/UserSettings/Layouts/default-2021.dwlt
index 49c55cfb77fadc555f7451fee73bf60f010dfb5c..ead3fd17a7ee451f3fcd85cd420233c6fbcc333a 100644
--- a/Unity/UserSettings/Layouts/default-2021.dwlt
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---- !u!114 &12
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+--- !u!114 &13
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---- !u!114 &13
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+--- !u!114 &14
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---- !u!114 &14
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+--- !u!114 &15
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---- !u!114 &15
+--- !u!114 &16
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diff --git a/A.H.V(BETA)/UserSettings/Search.index b/A.H.V(BETA)/UserSettings/Search.index
new file mode 100644
index 0000000000000000000000000000000000000000..dba62d53ab2f5874fb8abd18037e2f2bde62dc27
--- /dev/null
+++ b/A.H.V(BETA)/UserSettings/Search.index
@@ -0,0 +1,13 @@
+{
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+    "excludes": [],
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+        "properties": true,
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+        "dependencies": false
+    },
+    "baseScore": 999
+}
\ No newline at end of file
diff --git a/A.H.V(BETA)/UserSettings/Search.settings b/A.H.V(BETA)/UserSettings/Search.settings
new file mode 100644
index 0000000000000000000000000000000000000000..3bba45f5f8cb7bb05e6847e84e6cc9073641f4b1
--- /dev/null
+++ b/A.H.V(BETA)/UserSettings/Search.settings
@@ -0,0 +1,66 @@
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diff --git a/README.md b/README.md
index cbe73cabde2b48f4ad1b974362e8e0e98b154de7..4349314df06f6fe830f56c91489faf410ca6461c 100644
--- a/README.md
+++ b/README.md
@@ -1,2 +1,6 @@
 # Artificial_Hunter_Vision
 Hunter chase the target using computer-vision in UNITY
+
+# Guide
+A.H.V(BETA) : Unity3D Project Folder
+SegmentationModel : Start ImageProcessor.py before play Unity3D
\ No newline at end of file
diff --git a/SegmentationModel/ImageProcessor.py b/SegmentationModel/ImageProcessor.py
new file mode 100644
index 0000000000000000000000000000000000000000..3cc48e644604a7dc0134f0edb9974c63ffc1da2d
--- /dev/null
+++ b/SegmentationModel/ImageProcessor.py
@@ -0,0 +1,109 @@
+from flask import Flask, request, jsonify, make_response
+import os
+import torch, gc
+import torch.nn as nn
+import numpy as np
+import segmentation_models_pytorch as smp
+from PIL import Image
+import io
+from io import BytesIO
+
+app = Flask(__name__)
+
+app.config['UPLOAD_FOLDER'] = 'C:\\Users\\copom\\Artificial_Hunter_Vision\\SegmentationModel\\ProcessedImg\\'
+
+mean = torch.tensor([0.3230084478855133, 0.3013632297515869, 0.29226961731910706, 0.6981670260429382]).view(4,1,1)
+std = torch.tensor([0.10305266082286835, 0.06567802280187607, 0.13611936569213867, 0.4313824474811554]).view(4,1,1)
+
+# 모델
+model = smp.Unet(
+    encoder_name="mobilenet_v2",
+    in_channels=4,
+    classes=5,
+    encoder_depth=4,
+    decoder_channels = [256,128,64,32],
+)
+device = "cuda" if torch.cuda.is_available() else "cpu"
+model = model.to(device)
+
+# 로드하기
+model_pts = ["10_17.pt", "100_segmentcheckpoint.pt", "200_optimal_segmentcheckpoint.pt",
+	"200_segmentcheckpoint.pt", "500_optimal_segmentcheckpoint.pt", "segmentcheckpoint.pt"
+]
+ptdir = "C:\\Users\\copom\\Artificial_Hunter_Vision\\SegmentationModel\\PT\\"
+
+# 파라미터 로드
+checkpoint = torch.load(os.path.join(ptdir, "500_optimal_segmentcheckpoint.pt")).to(device)
+model.load_state_dict(checkpoint)
+
+def do_predict(image):
+    img = Image.open(io.BytesIO(image))
+    input_np = np.array(img)
+    # print(f"shape: {input_np.shape}")
+
+    input_tensor = torch.from_numpy(input_np).float()
+    input_tensor = input_tensor.permute(2, 0, 1)
+    # print(f"input_tensor shape: {input_tensor.shape}")
+    input_tensor = (input_tensor - mean) / std  # 학습에 사용한 통계로 정규화
+    
+    # print(f"input_tensor shape: {input_tensor.shape}")
+    output = model(input_tensor.unsqueeze(0))
+    
+    # print(f"output shape: {output.shape}")
+    prediction = output.argmax(dim = 1, keepdim = False) # 모델의 출력으로부터 segmantation map 도출, 현재 (1, 64, 64) 크기의 텐서
+    # print(f"output shape: {output.shape}")
+    sky, wall, floor, box, target = range(5)
+    rgb = {
+            sky   : (67,116,217),   # blue
+            wall  : (100,100,100),  # gray
+            floor : (25,25,25),     # black
+            box   : (236,239,240),    # yellow
+            target: (190,58,39)     # green
+          }
+    label = prediction.squeeze()
+    map = torch.zeros((64,64,3))
+    for l in range(5):
+        map += (label == l).view(64,64,1) * torch.tensor(rgb[l]).view(1,-1)
+    map = map.int()
+    # print(f"map shape: {map.shape}")
+
+    label_map = map.detach().numpy()
+    # print(f"label_map shape: {label_map.shape}")
+    label_map = label_map.astype(np.float32)
+    label_map = Image.fromarray(np.uint8(label_map))
+    
+    results = BytesIO()
+    label_map.save(results, format='png')
+    return results.getvalue()
+
+@app.route('/upload', methods=['POST'])
+def upload_image():
+    # POST 요청에서 이미지 데이터 가져오기
+		# byte[]
+    image_data = request.files['image'].read()
+
+
+    
+    # img = Image.open(BytesIO(image_data))
+    # buffered = BytesIO()
+    # img.save(buffered, format="PNG")
+    # restored_image_data = buffered.getvalue()
+    # print(f"restored len: {len(restored_image_data)}")
+		# # image_data = np.array(raw_data).reshape(64, 64, 4)
+
+		# 이미지 처리 
+    if image_data != None:
+      processed_image = do_predict(image_data)
+			# # 혹시 저장할 필요가 있을 때 사용
+      # filename = generate_unique_filename()
+      # processed_image.save(os.path.join(app.config['UPLOAD_FOLDER'], "img"))
+			# 응답
+      response = make_response(processed_image)
+      response.headers['Content-Type'] = 'application/octet-stream'
+      return response
+
+    return "Invalid file format."
+
+if __name__ == '__main__':
+    # 개발 서버 실행
+    app.run(debug=True, port=5555)
\ No newline at end of file
diff --git a/SegmentationModel/PT/100_segmentcheckpoint.pt b/SegmentationModel/PT/100_segmentcheckpoint.pt
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diff --git a/SegmentationModel/results/ppo/configuration.yaml b/SegmentationModel/results/ppo/configuration.yaml
new file mode 100644
index 0000000000000000000000000000000000000000..2c29b28dae6a7f5e8c59d9c86ce1936db55d94b0
--- /dev/null
+++ b/SegmentationModel/results/ppo/configuration.yaml
@@ -0,0 +1,76 @@
+default_settings: null
+behaviors:
+  Pyramids:
+    trainer_type: ppo
+    hyperparameters:
+      batch_size: 1024
+      buffer_size: 10240
+      learning_rate: 0.0003
+      beta: 0.005
+      epsilon: 0.2
+      lambd: 0.95
+      num_epoch: 3
+      shared_critic: false
+      learning_rate_schedule: linear
+      beta_schedule: linear
+      epsilon_schedule: linear
+    network_settings:
+      normalize: false
+      hidden_units: 128
+      num_layers: 2
+      vis_encode_type: simple
+      memory: null
+      goal_conditioning_type: hyper
+      deterministic: false
+    reward_signals:
+      extrinsic:
+        gamma: 0.99
+        strength: 1.0
+        network_settings:
+          normalize: false
+          hidden_units: 128
+          num_layers: 2
+          vis_encode_type: simple
+          memory: null
+          goal_conditioning_type: hyper
+          deterministic: false
+    init_path: null
+    keep_checkpoints: 5
+    checkpoint_interval: 500000
+    max_steps: 500000
+    time_horizon: 64
+    summary_freq: 50000
+    threaded: false
+    self_play: null
+    behavioral_cloning: null
+env_settings:
+  env_path: null
+  env_args: null
+  base_port: 5005
+  num_envs: 1
+  num_areas: 1
+  seed: -1
+  max_lifetime_restarts: 10
+  restarts_rate_limit_n: 1
+  restarts_rate_limit_period_s: 60
+engine_settings:
+  width: 84
+  height: 84
+  quality_level: 5
+  time_scale: 20
+  target_frame_rate: -1
+  capture_frame_rate: 60
+  no_graphics: false
+environment_parameters: null
+checkpoint_settings:
+  run_id: ppo
+  initialize_from: null
+  load_model: false
+  resume: true
+  force: false
+  train_model: false
+  inference: false
+  results_dir: results
+torch_settings:
+  device: null
+debug: false
diff --git a/SegmentationModel/results/ppo/run_logs/timers.json b/SegmentationModel/results/ppo/run_logs/timers.json
new file mode 100644
index 0000000000000000000000000000000000000000..9da513e81141b9355e23a5999ec079466736fe99
--- /dev/null
+++ b/SegmentationModel/results/ppo/run_logs/timers.json
@@ -0,0 +1,296 @@
+{
+    "name": "root",
+    "gauges": {
+        "Pyramids.Policy.Entropy.mean": {
+            "value": 1.2046316862106323,
+            "min": 1.2046316862106323,
+            "max": 1.2046316862106323,
+            "count": 1
+        },
+        "Pyramids.Policy.Entropy.sum": {
+            "value": 9845.455078125,
+            "min": 9845.455078125,
+            "max": 9845.455078125,
+            "count": 1
+        },
+        "Pyramids.Step.mean": {
+            "value": 349974.0,
+            "min": 349974.0,
+            "max": 349974.0,
+            "count": 1
+        },
+        "Pyramids.Step.sum": {
+            "value": 349974.0,
+            "min": 349974.0,
+            "max": 349974.0,
+            "count": 1
+        },
+        "Pyramids.Policy.ExtrinsicValueEstimate.mean": {
+            "value": -0.0204304251819849,
+            "min": -0.0204304251819849,
+            "max": -0.0204304251819849,
+            "count": 1
+        },
+        "Pyramids.Policy.ExtrinsicValueEstimate.sum": {
+            "value": -2.6559553146362305,
+            "min": -2.6559553146362305,
+            "max": -2.6559553146362305,
+            "count": 1
+        },
+        "Pyramids.Environment.EpisodeLength.mean": {
+            "value": 814.6666666666666,
+            "min": 814.6666666666666,
+            "max": 814.6666666666666,
+            "count": 1
+        },
+        "Pyramids.Environment.EpisodeLength.sum": {
+            "value": 7332.0,
+            "min": 7332.0,
+            "max": 7332.0,
+            "count": 1
+        },
+        "Pyramids.Environment.CumulativeReward.mean": {
+            "value": 0.07384441958533393,
+            "min": 0.07384441958533393,
+            "max": 0.07384441958533393,
+            "count": 1
+        },
+        "Pyramids.Environment.CumulativeReward.sum": {
+            "value": 0.6645997762680054,
+            "min": 0.6645997762680054,
+            "max": 0.6645997762680054,
+            "count": 1
+        },
+        "Pyramids.Policy.ExtrinsicReward.mean": {
+            "value": 0.07384441958533393,
+            "min": 0.07384441958533393,
+            "max": 0.07384441958533393,
+            "count": 1
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+        "Pyramids.Policy.ExtrinsicReward.sum": {
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+            "min": 0.6645997762680054,
+            "max": 0.6645997762680054,
+            "count": 1
+        },
+        "Pyramids.IsTraining.mean": {
+            "value": 1.0,
+            "min": 1.0,
+            "max": 1.0,
+            "count": 1
+        },
+        "Pyramids.IsTraining.sum": {
+            "value": 1.0,
+            "min": 1.0,
+            "max": 1.0,
+            "count": 1
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+    },
+    "metadata": {
+        "timer_format_version": "0.1.0",
+        "start_time_seconds": "1697902723",
+        "python_version": "3.9.16 (main, May 17 2023, 17:49:16) [MSC v.1916 64 bit (AMD64)]",
+        "command_line_arguments": "C:\\Users\\copom\\anaconda3\\envs\\Unity3D_ML-agents\\Scripts\\mlagents-learn --resume",
+        "mlagents_version": "0.30.0",
+        "mlagents_envs_version": "0.30.0",
+        "communication_protocol_version": "1.5.0",
+        "pytorch_version": "2.1.0+cpu",
+        "numpy_version": "1.21.2",
+        "end_time_seconds": "1697903285"
+    },
+    "total": 561.2950224,
+    "count": 1,
+    "self": 0.0036998999999013904,
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+        "run_training.setup": {
+            "total": 0.039916400000000074,
+            "count": 1,
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+        "TrainerController.start_learning": {
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+            "count": 1,
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+            "children": {
+                "TrainerController._reset_env": {
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+                "TrainerController.advance": {
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+                            "self": 479.4477909999903,
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+                                            "is_parallel": true,
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+                                                    "is_parallel": true,
+                                                    "self": 0.0004088000000006531,
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+                                                            "self": 5.4700000001517424e-05,
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+                                                                    "is_parallel": true,
+                                                                    "self": 4.5799999998763496e-05,
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+                                                                        "process_pixels": {
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+                                                                            "count": 2,
+                                                                            "is_parallel": true,
+                                                                            "self": 0.00029979999999873996,
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+                                                                            "is_parallel": true,
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+                                                                                "process_pixels": {
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+                                                                                        "image_decompress": {
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+                                                                                            "is_parallel": true,
+                                                                                            "self": 9.722002699997688
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+                                                                                    }
+                                                                                }
+                                                                            }
+                                                                        }
+                                                                    }
+                                                                }
+                                                            }
+                                                        }
+                                                    }
+                                                }
+                                            }
+                                        }
+                                    }
+                                }
+                            }
+                        },
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+                                "process_trajectory": {
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+                                },
+                                "_update_policy": {
+                                    "total": 20.400073899999953,
+                                    "count": 5,
+                                    "self": 6.5074595000004365,
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+                                        "TorchPPOOptimizer.update": {
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+                                            "count": 150,
+                                            "self": 13.892614399999516
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+                                    }
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+                    }
+                },
+                "TrainerController._save_models": {
+                    "total": 0.13934340000002976,
+                    "count": 1,
+                    "self": 2.159999996820261e-05,
+                    "children": {
+                        "RLTrainer._checkpoint": {
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+                            "count": 1,
+                            "self": 0.13932180000006156
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+                    }
+                }
+            }
+        }
+    }
+}
\ No newline at end of file
diff --git a/SegmentationModel/results/ppo/run_logs/training_status.json b/SegmentationModel/results/ppo/run_logs/training_status.json
new file mode 100644
index 0000000000000000000000000000000000000000..9f31b6aa678481ea07e73d7d233ea5b9e39eaafc
--- /dev/null
+++ b/SegmentationModel/results/ppo/run_logs/training_status.json
@@ -0,0 +1,7 @@
+{
+    "metadata": {
+        "stats_format_version": "0.3.0",
+        "mlagents_version": "0.30.0",
+        "torch_version": "2.1.0+cpu"
+    }
+}
\ No newline at end of file
diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs b/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs
deleted file mode 100644
index 5371a33d8412ee01e26159eb76a35f8d54244f98..0000000000000000000000000000000000000000
--- a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs
+++ /dev/null
@@ -1,115 +0,0 @@
-using System;
-using System.Linq;
-using UnityEngine;
-using Random = UnityEngine.Random;
-using Unity.MLAgents;
-using Unity.MLAgents.Actuators;
-using Unity.MLAgents.Sensors;
-
-public class PyramidAgent : Agent
-{
-    public GameObject area;
-    PyramidArea m_MyArea;
-    Rigidbody m_AgentRb;
-    PyramidSwitch m_SwitchLogic;
-    public GameObject areaSwitch;
-    public bool useVectorObs;
-
-    public override void Initialize()
-    {
-        m_AgentRb = GetComponent<Rigidbody>();
-        m_MyArea = area.GetComponent<PyramidArea>();
-        m_SwitchLogic = areaSwitch.GetComponent<PyramidSwitch>();
-    }
-
-    public override void CollectObservations(VectorSensor sensor)
-    {
-        if (useVectorObs)
-        {
-            sensor.AddObservation(m_SwitchLogic.GetState());
-            sensor.AddObservation(transform.InverseTransformDirection(m_AgentRb.velocity));
-        }
-    }
-
-    public void MoveAgent(ActionSegment<int> act)
-    {
-        var dirToGo = Vector3.zero;
-        var rotateDir = Vector3.zero;
-
-        var action = act[0];
-        switch (action)
-        {
-            case 1:
-                dirToGo = transform.forward * 1f;
-                break;
-            case 2:
-                dirToGo = transform.forward * -1f;
-                break;
-            case 3:
-                rotateDir = transform.up * 1f;
-                break;
-            case 4:
-                rotateDir = transform.up * -1f;
-                break;
-        }
-        transform.Rotate(rotateDir, Time.deltaTime * 200f);
-        m_AgentRb.AddForce(dirToGo * 2f, ForceMode.VelocityChange);
-    }
-
-    public override void OnActionReceived(ActionBuffers actionBuffers)
-
-    {
-        AddReward(-1f / MaxStep);
-        MoveAgent(actionBuffers.DiscreteActions);
-    }
-
-    public override void Heuristic(in ActionBuffers actionsOut)
-    {
-        var discreteActionsOut = actionsOut.DiscreteActions;
-        if (Input.GetKey(KeyCode.D))
-        {
-            discreteActionsOut[0] = 3;
-        }
-        else if (Input.GetKey(KeyCode.W))
-        {
-            discreteActionsOut[0] = 1;
-        }
-        else if (Input.GetKey(KeyCode.A))
-        {
-            discreteActionsOut[0] = 4;
-        }
-        else if (Input.GetKey(KeyCode.S))
-        {
-            discreteActionsOut[0] = 2;
-        }
-    }
-
-    public override void OnEpisodeBegin()
-    {
-        var enumerable = Enumerable.Range(0, 9).OrderBy(x => Guid.NewGuid()).Take(9);
-        var items = enumerable.ToArray();
-
-        m_MyArea.CleanPyramidArea();
-
-        m_AgentRb.velocity = Vector3.zero;
-        m_MyArea.PlaceObject(gameObject, items[0]);
-        transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360)));
-
-        m_SwitchLogic.ResetSwitch(items[1], items[2]);
-        m_MyArea.CreateStonePyramid(1, items[3]);
-        m_MyArea.CreateStonePyramid(1, items[4]);
-        m_MyArea.CreateStonePyramid(1, items[5]);
-        m_MyArea.CreateStonePyramid(1, items[6]);
-        m_MyArea.CreateStonePyramid(1, items[7]);
-        m_MyArea.CreateStonePyramid(1, items[8]);
-    }
-
-    void OnCollisionEnter(Collision collision)
-    {
-        if (collision.gameObject.CompareTag("goal"))
-        {
-            SetReward(2f);
-            EndEpisode();
-        }
-    }
-}
diff --git a/sssss b/sssss
new file mode 100644
index 0000000000000000000000000000000000000000..376a490c92c954609d4c9bfe3b45001189bec62b
--- /dev/null
+++ b/sssss
@@ -0,0 +1,104 @@
+commit 17fb01a850b2cd21c2d5b2ea5ca112343f4f1870 (HEAD -> Mr.you)
+Author: h0dol9805] <h0dol9805@gmail.com>
+Date:   Tue Oct 24 00:23:26 2023 +0900
+
+    0.1
+
+commit c4c9199c746def1e7ac4aa62efbba2a7e93d1182
+Author: h0dol9805] <h0dol9805@gmail.com>
+Date:   Tue Oct 24 00:14:59 2023 +0900
+
+    128 128 size
+
+commit 372c3597e8ffd36552188cca3395e8d95aa388a1
+Author: h0dol9805] <h0dol9805@gmail.com>
+Date:   Mon Oct 23 23:51:06 2023 +0900
+
+    128 128 size
+
+commit 92132c60a9f04c170402277faf49dd55700f5921 (origin/Mr.you)
+Author: h0dol9805 <h0dol9805@gmail.com>
+Date:   Sat Oct 21 12:25:54 2023 +0900
+
+    FBeta
+
+commit 9561d669d6215756a3830361f89aa2b2abed8707
+Author: h0dol9805 <h0dol9805@gmail.com>
+Date:   Sun Oct 15 14:11:29 2023 +0900
+
+    BETA
+
+commit bb3b1e7f3f4c190758d50899f1fb7ab029ee0f4e
+Author: unknown <h0dol9805@gmail.com>
+Date:   Thu Sep 28 17:26:09 2023 +0900
+
+    FSample
+
+commit 6b4197ae2cff422e4e586944dc8845dc3880f9d4
+Author: unknown <h0dol9805@gmail.com>
+Date:   Thu Sep 28 17:25:40 2023 +0900
+
+    FSample
+
+commit e344fa72a569771994f8b810fb61f3041ffad355
+Author: unknown <h0dol9805@gmail.com>
+Date:   Tue Sep 26 14:38:47 2023 +0900
+
+    FSAMPLE-9383
+
+commit f915460f69ae0f2dc9165460da7f9b640fea3c8e
+Author: unknown <h0dol9805@gmail.com>
+Date:   Sat Sep 23 22:09:13 2023 +0900
+
+    ver 0.0
+
+commit 4741d47ab422bfd1f174ad5c0a9cdcd857622d71
+Author: unknown <h0dol9805@gmail.com>
+Date:   Mon Sep 18 19:11:15 2023 +0900
+
+    s
+    s
+    :
+    with '#' will be ignored, and an empty message aborts the commit.
+
+commit ff31b909f3b987862381c9096c0aecd7812b977b
+Author: h0dol9805 <145313806+h0dol9805@users.noreply.github.com>
+Date:   Mon Sep 18 18:41:44 2023 +0900
+
+    Delete TestImgSet directory
+
+commit ce526f8a25efe369265366defb9f044d791b8354
+Author: h0dol9805 <145313806+h0dol9805@users.noreply.github.com>
+Date:   Mon Sep 18 18:41:26 2023 +0900
+
+    Delete TestImgSet_NO_LIGHT directory
+
+commit 6338d3d32f1c878bad344410d47f317b399a0d2e
+Author: unknown <h0dol9805@gmail.com>
+Date:   Mon Sep 18 16:59:21 2023 +0900
+
+    This imgset used to SAMPLE PROGRAM
+
+commit a12331ebe3fdb7a48ed19aadda99d8a4e7cf190e
+Author: unknown <h0dol9805@gmail.com>
+Date:   Mon Sep 18 15:30:31 2023 +0900
+
+    image
+
+commit dffa019118bffc49a9eded8e2073e79b330220cd
+Author: unknown <h0dol9805@gmail.com>
+Date:   Mon Sep 18 14:04:40 2023 +0900
+
+    change
+
+commit 1f5d3eaff9d0759a96d21341e1c149e2d681f107
+Author: unknown <h0dol9805@gmail.com>
+Date:   Mon Sep 18 13:49:05 2023 +0900
+
+    project upload
+
+commit ae6275ec591f9fd4c28a4a8b458b50f96d537476
+Author: h0dol9805 <145313806+h0dol9805@users.noreply.github.com>
+Date:   Mon Sep 18 13:28:56 2023 +0900
+
+    Initial commit