UnityEditor.LightingWindowObjectTab.ShowBakePerformanceWarning C# (CSharp) Method

ShowBakePerformanceWarning() private method

private ShowBakePerformanceWarning ( SerializedObject so, Terrain terrain ) : void
so SerializedObject
terrain UnityEngine.Terrain
return void
        private void ShowBakePerformanceWarning(SerializedObject so, Terrain terrain)
        {
            LightmapParameters parameters;
            float x = terrain.terrainData.size.x;
            float z = terrain.terrainData.size.z;
            LightmapParameters objectReferenceValue = (LightmapParameters) so.FindProperty("m_LightmapParameters").objectReferenceValue;
            if (objectReferenceValue != null)
            {
                parameters = objectReferenceValue;
            }
            else
            {
                parameters = new LightmapParameters();
            }
            float num3 = (x * parameters.resolution) * LightmapEditorSettings.realtimeResolution;
            float num4 = (z * parameters.resolution) * LightmapEditorSettings.realtimeResolution;
            if ((num3 > 512f) || (num4 > 512f))
            {
                EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO HIGH. Try use a lower resolution parameter set otherwise it may take long or even infinite time to bake and memory consumption during baking may get greatly increased as well.", MessageType.Warning);
            }
            float num5 = num3 * parameters.clusterResolution;
            float num6 = num4 * parameters.clusterResolution;
            float num7 = ((float) terrain.terrainData.heightmapResolution) / num5;
            float num8 = ((float) terrain.terrainData.heightmapResolution) / num6;
            if ((num7 > 51.2f) || (num8 > 51.2f))
            {
                EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO LOW. If it takes long time in Clustering stage, try use a higher resolution parameter set.", MessageType.Warning);
            }
        }