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);
}