internal void Restore()
{
if (ShaderUtil.hardwareSupportsRectRenderTexture)
{
EditorGUIUtility.SetRenderTextureNoViewport(this.renderTexture);
}
ShaderUtil.rawViewportRect = this.viewport;
ShaderUtil.rawScissorRect = this.scissor;
GL.PopMatrix();
}
}
public Texture EndPreview() { Unsupported.RestoreOverrideLightingSettings(); m_SavedState.Restore(); FinishFrame(); return(m_RenderTexture); }