static WorldDebugMatsSpectrum()
 {
     for (int i = 0; i < 100; i++)
     {
         WorldDebugMatsSpectrum.spectrumMats[i]             = MatsFromSpectrum.Get(WorldDebugMatsSpectrum.DebugSpectrum, (float)i / 100f, ShaderDatabase.WorldOverlayTransparent);
         WorldDebugMatsSpectrum.spectrumMats[i].renderQueue = WorldMaterials.DebugTileRenderQueue;
     }
 }
 private static void GenerateMats(ref Material[] mats, Color[] colorSpectrum, int numMats)
 {
     mats = new Material[numMats];
     for (int i = 0; i < numMats; i++)
     {
         mats[i] = MatsFromSpectrum.Get(colorSpectrum, (float)i / (float)numMats);
     }
 }
        static UndergroundWaterMaterials()
        {
            materials = new Material[MaterialCount];
            Color[] colorArr =
            {
                new Color(1.0f, 0.0f, 0.0f, 0.25f), new Color(1.0f, 1.0f, 0.0f, 0.25f),
                new Color(0.0f, 1.0f, 0.8f, 0.25f), new Color(0.0f, 1.0f, 1.0f, 0.25f)
            };

            for (var i = 0; i < MaterialCount; i++)
            {
                materials[i] = MatsFromSpectrum.Get(colorArr, i / (float)MaterialCount);
            }
        }