public void SetShaderColorMask(TextureInspector.PreviewMode mode)
        {
            var mask = 15;

            switch (mode)
            {
            case TextureInspector.PreviewMode.RGB: mask = 7; break;

            case TextureInspector.PreviewMode.R: mask = 1; break;

            case TextureInspector.PreviewMode.G: mask = 2; break;

            case TextureInspector.PreviewMode.B: mask = 4; break;

            case TextureInspector.PreviewMode.A: mask = 8; break;
            }
            m_Material.SetFloat(s_ShaderColorMask, (float)mask);
        }
        public void OnPreviewGUI(Texture t, Rect r, GUIStyle background, float exposure, TextureInspector.PreviewMode previewMode, float mipLevel)
        {
            if (t == null)
            {
                return;
            }

            if (!SystemInfo.supports2DArrayTextures)
            {
                EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40), "2D texture array preview not supported");
                return;
            }

            InitPreviewMaterialIfNeeded();
            m_Material.mainTexture = t;

            int effectiveSlice = GetEffectiveSlice(t);

            m_Material.SetFloat(s_ShaderSliceIndex, (float)effectiveSlice);
            m_Material.SetFloat(s_ShaderToSrgb, QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
            m_Material.SetFloat(s_ShaderIsNormalMap, TextureInspector.IsNormalMap(t) ? 1.0f : 0.0f);

            SetShaderColorMask(previewMode);

            int texWidth  = Mathf.Max(t.width, 1);
            int texHeight = Mathf.Max(t.height, 1);

            float effectiveMipLevel = GetMipLevelForRendering(t, mipLevel);
            float zoomLevel         = Mathf.Min(Mathf.Min(r.width / texWidth, r.height / texHeight), 1);
            Rect  wantedRect        = new Rect(r.x, r.y, texWidth * zoomLevel, texHeight * zoomLevel);

            PreviewGUI.BeginScrollView(r, m_Pos, wantedRect, "PreHorizontalScrollbar",
                                       "PreHorizontalScrollbarThumb");
            FilterMode oldFilter = t.filterMode;

            TextureUtil.SetFilterModeNoDirty(t, FilterMode.Point);

            EditorGUI.DrawPreviewTexture(wantedRect, t, m_Material, ScaleMode.StretchToFill, 0, effectiveMipLevel, UnityEngine.Rendering.ColorWriteMask.All, exposure);

            TextureUtil.SetFilterModeNoDirty(t, oldFilter);

            m_Pos = PreviewGUI.EndScrollView();
            if (effectiveSlice != 0 || (int)effectiveMipLevel != 0)
            {
                EditorGUI.DropShadowLabel(new Rect(r.x, r.y + 10, r.width, 30),
                                          "Slice " + effectiveSlice + "\nMip " + effectiveMipLevel);
            }
        }