/// <summary>
        /// Generates the front mesh of the water. Texture tiling is applied.
        /// </summary>
        private void GenerateFrontMeshWithTiling()
        {
            if (frontMeshRend.sharedMaterial == null)
            {
                return;
            }

            SetFrontMeshUnitsPerUV();
            GenerateFrontMeshDataWithTiling();
            ParentDMesh.GenerateTriangles(xSegments, ySegments, xVerts);
        }
        /// <summary>
        /// Generates the front mesh of the water. No texture tiling is applied.
        /// </summary>
        private void GenerateFrontMeshNoTiling()
        {
            if (GetComponent <Renderer>().sharedMaterial == null)
            {
                return;
            }

            SetFrontMeshUnitsPerUV();
            GenerateFrontMeshDataNoTiling();
            ParentDMesh.GenerateTriangles(xSegments, ySegments, xVerts);
        }