private void ConfigureTargetTexture(int width, int height) { bool flag = false; if (this.m_TargetTexture && this.m_CurrentColorSpace != QualitySettings.activeColorSpace) { UnityEngine.Object.DestroyImmediate(this.m_TargetTexture); } if (!this.m_TargetTexture) { this.m_CurrentColorSpace = QualitySettings.activeColorSpace; this.m_TargetTexture = new RenderTexture(0, 0, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); this.m_TargetTexture.name = "GameView RT"; this.m_TargetTexture.filterMode = FilterMode.Point; this.m_TargetTexture.hideFlags = HideFlags.HideAndDontSave; EditorGUIUtility.SetGUITextureBlitColorspaceSettings(EditorGUIUtility.GUITextureBlitColorspaceMaterial); } if (this.m_TargetTexture.width != width || this.m_TargetTexture.height != height) { this.m_TargetTexture.Release(); this.m_TargetTexture.width = width; this.m_TargetTexture.height = height; this.m_TargetTexture.antiAliasing = 1; flag = true; if (this.m_TargetClamped) { Debug.LogWarningFormat("GameView reduced to a reasonable size for this system ({0}x{1})", new object[] { width, height }); } } this.m_TargetTexture.Create(); if (flag) { this.ClearTargetTexture(); } }