Example #1
0
        public static void UnpackFLWaterSurface()
        {
            bool choise = EditorUtility.DisplayDialog(
                "Unpack Flat Lighting Water Surface Shader",
                "Unpacking Flat Lighting Water Surface  can take some time due to compiling multiple shader variants, please be patient",
                "Unpack", "Cancel");

            if (choise)
            {
                ShaderPacker.UnpackShader("/FlatLighting/Shaders/Animated", "FlatLightingWaterSurface");
            }
        }
Example #2
0
        public static void UnpackFLCelSurface()
        {
            bool choise = EditorUtility.DisplayDialog(
                "Unpack Flat Lighting Cell/Toon Surface Shaders",
                "Unpacking Flat Lighting Cell/Toon Surface can take some time due to compiling multiple shader variants, please be patient.",
                "Unpack", "Cancel");

            if (choise)
            {
                ShaderPacker.UnpackShader("/FlatLighting/Shaders/", "FlatLightingCelSurface");
                ShaderPacker.UnpackShader("/FlatLighting/Shaders/", "FlatLightingCelSurfaceTransparent");
            }
        }
Example #3
0
        public static void PackFL()
        {
            bool choise = EditorUtility.DisplayDialog(
                "Pack Flat Lighting Surface Shaders",
                "Packing all the FL Surface shaders will return them in their original \".fl\" format and they will not be usable by Unity until a new unpacking. Do you want to continue?",
                "Yes", "No");

            if (choise)
            {
                ShaderPacker.PackShader("/FlatLighting/Shaders/", "FlatLightingSurface");
                ShaderPacker.PackShader("/FlatLighting/Shaders/", "FlatLightingCelSurface");
                ShaderPacker.PackShader("/FlatLighting/Shaders/", "FlatLightingCelSurfaceTransparent");

                ShaderPacker.PackShader("/FlatLighting/Shaders/Animated", "FlatLightingWaterSurface");
            }
        }