UnityEditor.BillboardAssetInspector.DoRenderPreview C# (CSharp) Method

DoRenderPreview() private method

private DoRenderPreview ( bool shaded ) : void
shaded bool
return void
        private void DoRenderPreview(bool shaded)
        {
            BillboardAsset target = this.target as BillboardAsset;
            Bounds bounds = new Bounds(new Vector3(0f, (this.m_Height.floatValue + this.m_Bottom.floatValue) * 0.5f, 0f), new Vector3(this.m_Width.floatValue, this.m_Height.floatValue, this.m_Width.floatValue));
            float magnitude = bounds.extents.magnitude;
            float num2 = 8f * magnitude;
            Quaternion quaternion = Quaternion.Euler(-this.m_PreviewDir.y, -this.m_PreviewDir.x, 0f);
            this.m_PreviewUtility.m_Camera.transform.rotation = quaternion;
            this.m_PreviewUtility.m_Camera.transform.position = (Vector3) (quaternion * (-Vector3.forward * num2));
            this.m_PreviewUtility.m_Camera.nearClipPlane = num2 - (magnitude * 1.1f);
            this.m_PreviewUtility.m_Camera.farClipPlane = num2 + (magnitude * 1.1f);
            this.m_PreviewUtility.m_Light[0].intensity = 1.4f;
            this.m_PreviewUtility.m_Light[0].transform.rotation = quaternion * Quaternion.Euler(40f, 40f, 0f);
            this.m_PreviewUtility.m_Light[1].intensity = 1.4f;
            Color ambient = new Color(0.1f, 0.1f, 0.1f, 0f);
            InternalEditorUtility.SetCustomLighting(this.m_PreviewUtility.m_Light, ambient);
            if (shaded)
            {
                target.MakeRenderMesh(this.m_ShadedMesh, 1f, 1f, 0f);
                target.MakeMaterialProperties(this.m_ShadedMaterialProperties, this.m_PreviewUtility.m_Camera);
                ModelInspector.RenderMeshPreviewSkipCameraAndLighting(this.m_ShadedMesh, bounds, this.m_PreviewUtility, target.material, null, this.m_ShadedMaterialProperties, new Vector2(0f, 0f), -1);
            }
            else
            {
                target.MakePreviewMesh(this.m_GeometryMesh);
                ModelInspector.RenderMeshPreviewSkipCameraAndLighting(this.m_GeometryMesh, bounds, this.m_PreviewUtility, this.m_GeometryMaterial, this.m_WireframeMaterial, null, new Vector2(0f, 0f), -1);
            }
            InternalEditorUtility.RemoveCustomLighting();
        }