UnityEditor.GameObjectInspector.DoRenderPreview C# (CSharp) Method

DoRenderPreview() private method

private DoRenderPreview ( ) : void
return void
        private void DoRenderPreview()
        {
            GameObject go = this.m_PreviewInstances[this.referenceTargetIndex];
            Bounds bounds = new Bounds(go.transform.position, Vector3.zero);
            GetRenderableBoundsRecurse(ref bounds, go);
            float num = Mathf.Max(bounds.extents.magnitude, 0.0001f);
            float num2 = num * 3.8f;
            Quaternion quaternion = Quaternion.Euler(-this.previewDir.y, -this.previewDir.x, 0f);
            Vector3 vector2 = bounds.center - ((Vector3) (quaternion * (Vector3.forward * num2)));
            this.m_PreviewUtility.m_Camera.transform.position = vector2;
            this.m_PreviewUtility.m_Camera.transform.rotation = quaternion;
            this.m_PreviewUtility.m_Camera.nearClipPlane = num2 - (num * 1.1f);
            this.m_PreviewUtility.m_Camera.farClipPlane = num2 + (num * 1.1f);
            this.m_PreviewUtility.m_Light[0].intensity = 0.7f;
            this.m_PreviewUtility.m_Light[0].transform.rotation = quaternion * Quaternion.Euler(40f, 40f, 0f);
            this.m_PreviewUtility.m_Light[1].intensity = 0.7f;
            this.m_PreviewUtility.m_Light[1].transform.rotation = quaternion * Quaternion.Euler(340f, 218f, 177f);
            Color ambient = new Color(0.1f, 0.1f, 0.1f, 0f);
            InternalEditorUtility.SetCustomLighting(this.m_PreviewUtility.m_Light, ambient);
            bool fog = RenderSettings.fog;
            Unsupported.SetRenderSettingsUseFogNoDirty(false);
            SetEnabledRecursive(go, true);
            this.m_PreviewUtility.m_Camera.Render();
            SetEnabledRecursive(go, false);
            Unsupported.SetRenderSettingsUseFogNoDirty(fog);
            InternalEditorUtility.RemoveCustomLighting();
        }