public static void CheckMaterial(BridgeEdge bridgeEdge)
        {
            if (!bridgeEdge.m_MeshRenderer.material.HasProperty(stressId))
            {
                Material originalMaterial       = null;
                Material originalSharedMaterial = null;
                try
                {
                    int             hashCode             = bridgeEdge.GetHashCode();
                    List <Material> originalMaterialList = originMaterials[hashCode];
                    if (originalMaterialList != null)
                    {
                        originalMaterial       = originalMaterialList[0];
                        originalSharedMaterial = originalMaterialList[1];
                    }

                    originMaterials.Remove(hashCode);
                }
                catch (KeyNotFoundException)
                {
                    staticLogger.LogMessage("Edge has no original material, assuming it's fine");
                }

                if (originalMaterial != null)
                {
                    bridgeEdge.m_MeshRenderer.material = originalMaterial;
                }

                if (originalSharedMaterial != null)
                {
                    bridgeEdge.m_MeshRenderer.sharedMaterial = originalSharedMaterial;
                }
            }
        }
        private static void SetShaderColor(BridgeEdge bridgeEdge, float stressNormalized, float stressNormalizedSigned)
        {
            Color minColor;
            Color maxColor;

            if (stressNormalizedSigned <= 0.0f)
            {
                minColor = minTensileColor;
                maxColor = maxTensileColor;
            }
            else
            {
                minColor = minCompressiveColor;
                maxColor = maxCompressiveColor;
            }

            if (minColor == null || maxColor == null)
            {
                return;
            }

            Color desiredColor = Color.Lerp(minColor, maxColor, stressNormalized);

            if (bridgeEdge.m_MeshRenderer.material.HasProperty(stressId))
            {
                originMaterials[bridgeEdge.GetHashCode()] = new List <Material> {
                    bridgeEdge.m_MeshRenderer.material, bridgeEdge.m_MeshRenderer.sharedMaterial
                };
                bridgeEdge.m_MeshRenderer.material       = new Material(Shader.Find("Standard"));
                bridgeEdge.m_MeshRenderer.sharedMaterial = new Material(Shader.Find("Standard"));
            }
            bridgeEdge.m_MeshRenderer.material.color       = desiredColor;
            bridgeEdge.m_MeshRenderer.sharedMaterial.color = desiredColor;
        }