public static void UpdateShadowInfoWithBrightestSpot(CubemapInfo cubemapInfo)
{
m_LookDevCubeToLatlong.SetTexture("_MainTex", cubemapInfo.cubemap);
m_LookDevCubeToLatlong.SetVector("_WindowParams", new Vector4(10000f, -1000f, 2f, 0f));
m_LookDevCubeToLatlong.SetVector("_CubeToLatLongParams", new Vector4(0.01745329f * cubemapInfo.angleOffset, 0.5f, 1f, 3f));
m_LookDevCubeToLatlong.SetPass(0);
int num = 250;
int num2 = 0x7d;
Graphics.Blit(cubemapInfo.cubemap, m_BrightestPointRT, m_LookDevCubeToLatlong);
m_BrightestPointTexture.ReadPixels(new Rect(0f, 0f, (float) num, (float) num2), 0, 0, false);
m_BrightestPointTexture.Apply();
Color[] pixels = m_BrightestPointTexture.GetPixels();
float num3 = 0f;
for (int i = 0; i < num2; i++)
{
for (int j = 0; j < num; j++)
{
Vector3 vector = new Vector3(pixels[(i * num) + j].r, pixels[(i * num) + j].g, pixels[(i * num) + j].b);
float num6 = ((vector.x * 0.2126729f) + (vector.y * 0.7151522f)) + (vector.z * 0.072175f);
if (num3 < num6)
{
Vector2 vector2 = LookDevEnvironmentWindow.PositionToLatLong(new Vector2(((((float) j) / ((float) (num - 1))) * 2f) - 1f, ((((float) i) / ((float) (num2 - 1))) * 2f) - 1f));
cubemapInfo.shadowInfo.latitude = vector2.x;
cubemapInfo.shadowInfo.longitude = vector2.y - cubemapInfo.angleOffset;
num3 = num6;
}
}
}
}
}