UnityEditor.CubemapPreview.RenderCubemap C# (CSharp) Method

RenderCubemap() private method

private RenderCubemap ( Texture t, Vector2 previewDir, float previewDistance ) : void
t UnityEngine.Texture
previewDir UnityEngine.Vector2
previewDistance float
return void
        private void RenderCubemap(Texture t, Vector2 previewDir, float previewDistance)
        {
            bool fog = RenderSettings.fog;
            Unsupported.SetRenderSettingsUseFogNoDirty(false);
            this.m_PreviewUtility.m_Camera.transform.position = (Vector3) (-Vector3.forward * previewDistance);
            this.m_PreviewUtility.m_Camera.transform.rotation = Quaternion.identity;
            Quaternion q = Quaternion.Euler(previewDir.y, 0f, 0f) * Quaternion.Euler(0f, previewDir.x, 0f);
            Material mat = EditorGUIUtility.LoadRequired("Previews/PreviewCubemapMaterial.mat") as Material;
            mat.mainTexture = t;
            mat.SetMatrix("_CubemapRotation", Matrix4x4.TRS(Vector3.zero, q, Vector3.one));
            float mipLevelForRendering = this.GetMipLevelForRendering(t);
            mat.SetFloat("_Mip", mipLevelForRendering);
            mat.SetFloat("_Alpha", (this.m_PreviewType != PreviewType.Alpha) ? 0f : 1f);
            mat.SetFloat("_Intensity", this.m_Intensity);
            this.m_PreviewUtility.DrawMesh(this.m_Mesh, Vector3.zero, q, mat, 0);
            this.m_PreviewUtility.m_Camera.Render();
            Unsupported.SetRenderSettingsUseFogNoDirty(fog);
        }