public Texture2D EndStaticPreview()
{
RenderTexture dest = RenderTexture.GetTemporary((int) this.m_TargetRect.width, (int) this.m_TargetRect.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear;
Graphics.Blit(this.m_RenderTexture, dest);
GL.sRGBWrite = false;
RenderTexture.active = dest;
Texture2D textured = new Texture2D((int) this.m_TargetRect.width, (int) this.m_TargetRect.height, TextureFormat.RGB24, false, true);
textured.ReadPixels(new Rect(0f, 0f, this.m_TargetRect.width, this.m_TargetRect.height), 0, 0);
textured.Apply();
RenderTexture.ReleaseTemporary(dest);
this.m_SavedState.Restore();
return textured;
}