UnityEditor.SceneView.CreateMipColorsTexture C# (CSharp) Method

CreateMipColorsTexture() private static method

private static CreateMipColorsTexture ( ) : void
return void
        private static void CreateMipColorsTexture()
        {
            if (s_MipColorsTexture == null)
            {
                s_MipColorsTexture = new Texture2D(0x20, 0x20, TextureFormat.RGBA32, true);
                s_MipColorsTexture.hideFlags = HideFlags.HideAndDontSave;
                Color[] colorArray = new Color[] { new Color(0f, 0f, 1f, 0.8f), new Color(0f, 0.5f, 1f, 0.4f), new Color(1f, 1f, 1f, 0f), new Color(1f, 0.7f, 0f, 0.2f), new Color(1f, 0.3f, 0f, 0.6f), new Color(1f, 0f, 0f, 0.8f) };
                int num = Mathf.Min(6, s_MipColorsTexture.mipmapCount);
                for (int i = 0; i < num; i++)
                {
                    int num3 = Mathf.Max(s_MipColorsTexture.width >> i, 1);
                    int num4 = Mathf.Max(s_MipColorsTexture.height >> i, 1);
                    Color[] colors = new Color[num3 * num4];
                    for (int j = 0; j < colors.Length; j++)
                    {
                        colors[j] = colorArray[i];
                    }
                    s_MipColorsTexture.SetPixels(colors, i);
                }
                s_MipColorsTexture.filterMode = FilterMode.Trilinear;
                s_MipColorsTexture.Apply(false);
                Shader.SetGlobalTexture("_SceneViewMipcolorsTexture", s_MipColorsTexture);
            }
        }