private void CreateSceneCameraAndLights()
{
Type[] components = new Type[] { typeof(Camera) };
GameObject obj2 = EditorUtility.CreateGameObjectWithHideFlags("SceneCamera", HideFlags.HideAndDontSave, components);
obj2.AddComponentInternal("FlareLayer");
obj2.AddComponentInternal("HaloLayer");
this.m_Camera = obj2.GetComponent<Camera>();
this.m_Camera.enabled = false;
this.m_Camera.cameraType = CameraType.SceneView;
for (int i = 0; i < 3; i++)
{
Type[] typeArray2 = new Type[] { typeof(Light) };
this.m_Light[i] = EditorUtility.CreateGameObjectWithHideFlags("SceneLight", HideFlags.HideAndDontSave, typeArray2).GetComponent<Light>();
this.m_Light[i].type = LightType.Directional;
this.m_Light[i].intensity = 1f;
this.m_Light[i].enabled = false;
}
this.m_Light[0].color = kSceneViewFrontLight;
this.m_Light[1].color = kSceneViewUpLight - kSceneViewMidLight;
this.m_Light[1].transform.LookAt(Vector3.down);
this.m_Light[1].renderMode = LightRenderMode.ForceVertex;
this.m_Light[2].color = kSceneViewDownLight - kSceneViewMidLight;
this.m_Light[2].transform.LookAt(Vector3.up);
this.m_Light[2].renderMode = LightRenderMode.ForceVertex;
HandleUtility.handleMaterial.SetColor("_SkyColor", (Color) (kSceneViewUpLight * 1.5f));
HandleUtility.handleMaterial.SetColor("_GroundColor", (Color) (kSceneViewDownLight * 1.5f));
HandleUtility.handleMaterial.SetColor("_Color", (Color) (kSceneViewFrontLight * 1.5f));
}