UnityEditor.TextureInspector.GetMipLevelForRendering C# (CSharp) Method

GetMipLevelForRendering() public method

public GetMipLevelForRendering ( ) : float
return float
        public float GetMipLevelForRendering()
        {
            if (base.target == null)
            {
                return 0f;
            }
            if (this.IsCubemap())
            {
                return this.m_CubemapPreview.GetMipLevelForRendering(base.target as Texture);
            }
            return Mathf.Min(this.m_MipLevel, (float) (TextureUtil.GetMipmapCount(base.target as Texture) - 1));
        }

Usage Example

        // Draw Reflection probe preview sphere
        private void OnPreSceneGUICallback(SceneView sceneView)
        {
            if (Event.current.type != EventType.Repaint)
            {
                return;
            }

            foreach (var t in targets)
            {
                ReflectionProbe p = (ReflectionProbe)t;
                if (!reflectiveMaterial)
                {
                    return;
                }

                if (!StageUtility.IsGameObjectRenderedByCameraAndPartOfEditableScene(p.gameObject, Camera.current))
                {
                    return;
                }

                Matrix4x4 m = new Matrix4x4();

                // @TODO: use MaterialPropertyBlock instead - once it actually works!
                // Tried to use MaterialPropertyBlock in 5.4.0b2, but would get incorrectly set parameters when using with Graphics.DrawMesh
                if (!m_CachedGizmoMaterials.ContainsKey(p))
                {
                    m_CachedGizmoMaterials.Add(p, Instantiate(reflectiveMaterial));
                }
                Material mat = m_CachedGizmoMaterials[p] as Material;
                if (!mat)
                {
                    return;
                }
                {
                    // Get mip level
                    float            mipLevel      = 0.0F;
                    TextureInspector cubemapEditor = m_CubemapEditor as TextureInspector;
                    if (cubemapEditor)
                    {
                        mipLevel = cubemapEditor.GetMipLevelForRendering();
                    }

                    mat.SetTexture("_MainTex", p.texture);
                    mat.SetMatrix("_CubemapRotation", Matrix4x4.identity);
                    mat.SetFloat("_Mip", mipLevel);
                    mat.SetFloat("_Alpha", 0.0f);
                    mat.SetFloat("_Intensity", GetProbeIntensity(p));

                    // draw a preview sphere that scales with overall GO scale, but always uniformly
                    var scale = p.transform.lossyScale.magnitude * 0.5f;
                    m.SetTRS(p.transform.position, Quaternion.identity, new Vector3(scale, scale, scale));
                    Graphics.DrawMesh(sphereMesh, m, mat, 0, SceneView.currentDrawingSceneView.camera, 0);
                }
            }
        }
All Usage Examples Of UnityEditor.TextureInspector::GetMipLevelForRendering