UnityEditor.ShaderForgeInspector.InitStyles C# (CSharp) Method

InitStyles() private method

private InitStyles ( ) : void
return void
		void InitStyles() {
			Styles.errorIcon = (Texture2D)editorGuiUtilityLoadIcon.Invoke( null, new object[] { "console.erroricon.sml" } ); // EditorGUIUtility.LoadIcon( "console.erroricon.sml" );
			Styles.warningIcon = (Texture2D)editorGuiUtilityLoadIcon.Invoke( null, new object[] { "console.warnicon.sml" } ); // EditorGUIUtility.LoadIcon( "console.warnicon.sml" );
			Styles.showSurface = (GUIContent)editorGuiUtilityTextContent.Invoke( null, new object[] { "Show generated code|Show generated code of a surface shader" } ); // EditorGUIUtility.TextContent( "Show generated code|Show generated code of a surface shader" );
			Styles.showCurrent = (GUIContent)editorGuiUtilityTextContent.Invoke( null, new object[] { "Compile and show code | ▾" } ); // new GUIContent( "Compile and show code | ▾" );
			Styles.messageStyle = "CN StatusInfo";
			Styles.evenBackground = "CN EntryBackEven";
			Styles.no = (GUIContent)editorGuiUtilityTextContent.Invoke( null, new object[] { "no" } ); // EditorGUIUtility.TextContent( "no" );
			Styles.builtinSurfaceShader = (GUIContent)editorGuiUtilityTextContent.Invoke( null, new object[] { "Built-in surface shader" } ); // EditorGUIUtility.TextContent( "Built-in surface shader" );
			Styles.initialized = true;
		}