void OnPostprocessModel(GameObject curGO)
        {
            if (!assetPath.Contains("/Recons3DAsset/"))
            {
                return;
            }

            if (ViveSR_StaticColliderPool.ProcessDataAndGenColliderInfo(curGO) == true)
            {
                ViveSR_StaticColliderPool cldPool = curGO.AddComponent <ViveSR_StaticColliderPool>();
                cldPool.OrganizeHierarchy();
            }
            else
            {
                MeshRenderer[] rnds = curGO.GetComponentsInChildren <MeshRenderer>(true);
                int            len  = rnds.Length;
                for (int i = 0; i < len; ++i)
                {
                    rnds[i].shadowCastingMode     = UnityEngine.Rendering.ShadowCastingMode.Off;
                    rnds[i].sharedMaterial.shader = Shader.Find("ViveSR/Unlit, Textured, Shadowed, Stencil");
                    rnds[i].gameObject.layer      = LayerMask.NameToLayer(ViveSR_RigidReconstruction.ReconsMeshLayerName);
                    //rnds[i].GetComponent<MeshFilter>().sharedMesh.RecalculateNormals();
                }
            }
        }
        void OnPostprocessModel(GameObject curGO)
        {
            if (!assetPath.Contains("/Recons3DAsset/"))
            {
                return;
            }

            if (ViveSR_StaticColliderPool.ProcessDataAndGenColliderInfo(curGO) == true)
            {
                ViveSR_StaticColliderPool cldPool = curGO.AddComponent <ViveSR_StaticColliderPool>();
                cldPool.OrganizeHierarchy();
            }
            else
            {
                MeshRenderer[] rnds = curGO.GetComponentsInChildren <MeshRenderer>(true);
                int            len  = rnds.Length;
                for (int i = 0; i < len; ++i)
                {
                    rnds[i].sharedMaterial.shader = Shader.Find("Unlit/Texture");
                }
            }
        }