/// <summary>
        /// Generates  thumbnail images (normal, focused, hovered, and pressed) for the given prefab.
        /// </summary>
        /// <param name="name">FindIt asset name</param>
        /// <param name="prefab">The prefab to generate thumbnails for</param>
        /// <returns></returns>
        internal bool CreateThumbnail(string name, PrefabInfo prefab)
        {
            // Check for valid data.
            if (prefab == null || name.IsNullOrWhiteSpace())
            {
                return(false);
            }

            // Don't need to do anything if the name already matches.
            if (prefab.m_Thumbnail == name)
            {
                return(true);
            }

            // Reset zoom.
            renderer.Zoom = 4f;

            // Success flag.
            bool wasRendered = false;

            if (prefab is BuildingInfo building)
            {
                wasRendered = BuildingThumbnail(building);
            }
            else if (prefab is PropInfo prop)
            {
                // Different treatment for props with blend or solid shaders.
                if (prop.m_material.shader == Asset.shaderBlend || prop.m_material.shader == Asset.shaderSolid)
                {
                    Texture2D mainTexture = prop.m_material.GetTexture("_MainTex") as Texture2D;
                    Texture2D aci         = prop.m_material.GetTexture("_ACIMap") as Texture2D;

                    Texture2D texture = new Texture2D(mainTexture.width, mainTexture.height);
                    ResourceLoader.CopyTexture(mainTexture, texture);
                    Color32[] colors = texture.GetPixels32();

                    if (aci != null)
                    {
                        ResourceLoader.CopyTexture(aci, texture);
                        Color32[] aciColors = texture.GetPixels32();

                        for (int i = 0; i < colors.Length; i++)
                        {
                            colors[i].a -= aciColors[i].r;
                        }

                        texture.SetPixels32(0, 0, texture.width, texture.height, colors);
                        texture.Apply();
                    }

                    ImageUtils.ScaleTexture2(texture, 109 - 10, 100 - 10);
                    texture.name = name;

                    prefab.m_Thumbnail = name;
                    prefab.m_Atlas     = ResourceLoader.CreateTextureAtlas("FindItThumbnails_" + name, new string[] { }, null);
                    ResourceLoader.AddTexturesInAtlas(prefab.m_Atlas, ImageUtils.GenerateMissingThumbnailVariants(texture));

                    // Debugging.Message("Generated thumbnails for: " + name);

                    return(true);
                }

                wasRendered = PropThumbnail(prop);
            }
            else if (prefab is TreeInfo tree)
            {
                wasRendered = TreeThumbnail(tree);
            }

            // See if we were succesful in rendering.
            if (wasRendered)
            {
                // Back up game's current active texture.
                Texture2D thumbnailTexture = ResourceLoader.ConvertRenderTexture(renderer.Texture);

                // Set names.
                thumbnailTexture.name = name;
                prefab.m_Thumbnail    = name;

                // Create new texture atlas and add thumbnail variants.
                prefab.m_Atlas = ResourceLoader.CreateTextureAtlas("FindItThumbnails_" + name, new string[] { }, null);
                ResourceLoader.ResizeTexture(thumbnailTexture, 109, 100);
                ResourceLoader.AddTexturesInAtlas(prefab.m_Atlas, ImageUtils.GenerateMissingThumbnailVariants(thumbnailTexture));

                // Debugging.Message("Generated thumbnails for: " + name);
            }
            else
            {
                // Rendering didn't occur - apply default thumbnail sprite name.
                prefab.m_Thumbnail = "ThumbnailBuildingDefault";
            }

            return(wasRendered);
        }