// Token: 0x06000E6F RID: 3695 RVA: 0x000402DC File Offset: 0x0003E4DC public void RenderItem(GameObject obj, RenderTexture targetTexture) { for (int i = 0; i < this.lights.Count; i++) { this.lights[i].cullingMask = LayerIndex.manualRender.mask; } RenderSettingsState renderSettingsState = RenderSettingsState.FromCurrent(); this.renderSettings.Apply(); List <ModelCamera.ObjectRestoreInfo> list = new List <ModelCamera.ObjectRestoreInfo>(); if (obj) { ModelCamera.PrepareObjectForRendering(obj.transform, list); } this.attachedCamera.targetTexture = targetTexture; this.attachedCamera.Render(); for (int j = 0; j < list.Count; j++) { list[j].obj.layer = list[j].layer; } for (int k = 0; k < this.lights.Count; k++) { this.lights[k].cullingMask = 0; } renderSettingsState.Apply(); }
// Token: 0x06000E6E RID: 3694 RVA: 0x00040274 File Offset: 0x0003E474 private static void PrepareObjectForRendering(Transform objTransform, List <ModelCamera.ObjectRestoreInfo> objectRestorationList) { GameObject gameObject = objTransform.gameObject; objectRestorationList.Add(new ModelCamera.ObjectRestoreInfo { obj = gameObject, layer = gameObject.layer }); gameObject.layer = LayerIndex.manualRender.intVal; int childCount = objTransform.childCount; for (int i = 0; i < childCount; i++) { ModelCamera.PrepareObjectForRendering(objTransform.GetChild(i), objectRestorationList); } }