Material[] GetScatterableMaterials()
        {
            if (_materials == null || _materials.Length == 0 || _effector == null)
            {
                return(null);
            }

            // Use own material list if it already exists.
            if (_ownMaterials != null && _ownMaterials.Length > 0)
            {
                if (_effectTypeOfOwnMaterials == _effector.effectType)
                {
                    return(_ownMaterials);
                }
            }

            // Make scatterable clone and return it.
            _ownMaterials = new Material[_materials.Length];

            for (var i = 0; i < _materials.Length; i++)
            {
                if (_materials[i] != null)
                {
                    _ownMaterials[i]           = new Material(_materials[i]);
                    _ownMaterials[i].shader    = _effector.shader;
                    _ownMaterials[i].hideFlags = HideFlags.DontSave;
                }
            }

            _effectTypeOfOwnMaterials = _effector.effectType;

            return(_ownMaterials);
        }
        Material[] GetScatterableMaterials()
        {
            if (_materials == null || _materials.Length == 0 || _effector == null)
                return null;

            // Use own material list if it already exists.
            if (_ownMaterials != null && _ownMaterials.Length > 0)
                if (_effectTypeOfOwnMaterials == _effector.effectType)
                     return _ownMaterials;

            // Make scatterable clone and return it.
            _ownMaterials = new Material[_materials.Length];

            for (var i = 0; i < _materials.Length; i++)
            {
                if (_materials[i] != null)
                {
                    _ownMaterials[i] = new Material(_materials[i]);
                    _ownMaterials[i].shader = _effector.shader;
                    _ownMaterials[i].hideFlags = HideFlags.DontSave;
                }
            }

            _effectTypeOfOwnMaterials = _effector.effectType;

            return _ownMaterials;
        }