UnityEditor.LookDevEnvironmentWindow.RenderOverlayThumbnailIfNeeded C# (CSharp) Method

RenderOverlayThumbnailIfNeeded() private method

private RenderOverlayThumbnailIfNeeded ( ) : void
return void
        private void RenderOverlayThumbnailIfNeeded()
        {
            if ((this.m_RenderOverlayThumbnailOnce && (Event.current.type == EventType.Repaint)) && (this.m_SelectedCubemapInfo != null))
            {
                this.m_SelectedCubemap = this.m_SelectedCubemapInfo.cubemap;
                RenderTexture active = RenderTexture.active;
                RenderTexture.active = LookDevResources.m_SelectionTexture;
                LookDevResources.m_LookDevCubeToLatlong.SetTexture("_MainTex", this.m_SelectedCubemap);
                LookDevResources.m_LookDevCubeToLatlong.SetVector("_WindowParams", new Vector4(this.m_displayRect.height, -1000f, 2f, 1f));
                LookDevResources.m_LookDevCubeToLatlong.SetVector("_CubeToLatLongParams", new Vector4(0.01745329f * this.m_SelectedCubemapInfo.angleOffset, 0.5f, 1f, 0f));
                LookDevResources.m_LookDevCubeToLatlong.SetPass(0);
                GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear;
                LookDevView.DrawFullScreenQuad(new Rect(0f, 0f, 250f, 125f));
                GL.sRGBWrite = false;
                RenderTexture.active = active;
                this.m_RenderOverlayThumbnailOnce = false;
            }
        }