/// <summary>
        /// Find the TextureArrayConfig for a given MicroSplat terrain material.
        /// This assumes it is always in the same project folder
        /// </summary>
        /// <param name="terrainMat"></param>
        /// <returns></returns>
        public static JBooth.MicroSplat.TextureArrayConfig GetTextureArrayConfig(Material terrainMat)
        {
            JBooth.MicroSplat.TextureArrayConfig textureArrayConfig = null;

            if (terrainMat != null)
            {
                string folder = GetMicroSplatDataFolder(terrainMat, true);
                textureArrayConfig = LBEditorHelper.GetAsset <JBooth.MicroSplat.TextureArrayConfig>(folder, terrainMat.name.Replace("MicroSplat", "MicroSplatConfig") + ".asset");
            }
            return(textureArrayConfig);
        }
        /// <summary>
        /// Find the TextureArrayConfig for a given MicroSplat terrain material.
        /// This assumes it is in the same project folder. If it is not in the
        /// default folder, it also checks the terrainData folder which can
        /// happen for imported terrains.
        /// </summary>
        /// <param name="landscape"></param>
        /// <param name="terrainMat"></param>
        /// <returns></returns>
        public static JBooth.MicroSplat.TextureArrayConfig GetTextureArrayConfig(LBLandscape landscape, Material terrainMat)
        {
            JBooth.MicroSplat.TextureArrayConfig textureArrayConfig = null;

            if (terrainMat != null)
            {
                string folder = GetMicroSplatDataFolder(terrainMat, true);

                textureArrayConfig = LBEditorHelper.GetAsset <JBooth.MicroSplat.TextureArrayConfig>(folder, terrainMat.name.Replace("MicroSplat", "MicroSplatConfig") + ".asset");

                // Check the terrain data folder if 1) The material is stored in the scene AND 2) it is not in the default location
                if (textureArrayConfig == null && landscape != null && landscape.useProjectForTerrainData)
                {
                    //Debug.Log("[DEBUG] GetTextureArrayConfig checking: " + landscape.terrainDataFolder + " rather than " + folder);
                    folder             = landscape.terrainDataFolder + "/MicroSplatData";
                    textureArrayConfig = LBEditorHelper.GetAsset <JBooth.MicroSplat.TextureArrayConfig>(folder, terrainMat.name.Replace("MicroSplat", "MicroSplatConfig") + ".asset");
                }
            }
            return(textureArrayConfig);
        }