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"); } }
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"); } }
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"); } }