public static void SetWireFrameRendering(GameObject modelObject)
        {
            List <SkinnedMeshRenderer> compoSMR = CommonRender3DRT.GetCompoSMR(modelObject);

            if (compoSMR != null)
            {
                foreach (SkinnedMeshRenderer skinMesh in compoSMR)
                {
                    CutsceneCommon.SetSubMeshRendering(skinMesh, MeshTopology.Lines);
                }
            }
        }
        public static void ResetRendering(GameObject modelObject)
        {
            List <SkinnedMeshRenderer> compoSMR = CommonRender3DRT.GetCompoSMR(modelObject);

            if (compoSMR != null)
            {
                for (int i = 0; i < compoSMR.Count; i++)
                {
                    CutsceneCommon.SetSubMeshRendering(compoSMR[i], MeshTopology.Triangles);
                }
            }
        }
        public static List <Material[]> SetWireFrameRendering(GameObject modelObject, Material wireFrameMaterial)
        {
            List <Material[]>          list     = new List <Material[]>();
            List <SkinnedMeshRenderer> compoSMR = CommonRender3DRT.GetCompoSMR(modelObject);

            if (compoSMR != null)
            {
                foreach (SkinnedMeshRenderer skinnedMeshRenderer in compoSMR)
                {
                    list.Add(skinnedMeshRenderer.materials);
                    Material[] array = new Material[skinnedMeshRenderer.materials.Length];
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = wireFrameMaterial;
                    }
                    skinnedMeshRenderer.materials = array;
                    CutsceneCommon.SetSubMeshRendering(skinnedMeshRenderer, MeshTopology.Lines);
                }
            }
            return(list);
        }