public void RenderMesh()
        {
            #region Heightmap Backup
            {
                // create heightmap backup
                if (!heightMapBackupRt)
                {
                    CreateHeightMapBackup();
                }

                // heightmap backup debug view
                Graphics.Blit(heightMapBackupRt, m_rtCollection[RenderTextureIDs.heightMapOriginal], new Vector2(1f, 1f), new Vector2(0f, 0f));
            }
            #endregion Heightmap Backup

            #region Mesh Projection
            {
                Projector projector = CreateProjector();
                {
                    // ensure the render matrix will be the dimensions of the render texture
                    projector.PushTargetTexture();
                    {
                        projector.camera.targetTexture = m_rtCollection[RenderTextureIDs.cameraDepthRT].RT;

                        RenderTexture prevRT = RenderTexture.active;
                        {
                            // change camera, otherwise scene view camera would be used
                            Camera prevCamera = Camera.current;
                            Camera.SetupCurrent(projector.camera);
                            {
                                RenderTexture rt = m_rtCollection[RenderTextureIDs.cameraDepthRT].RT;

                                Graphics.SetRenderTarget(rt);

                                GL.Viewport(new Rect(0, 0, rt.width, rt.height));
                                GL.Clear(true, true, projector.camera.backgroundColor, 1f);

                                GL.PushMatrix();
                                {
                                    GL.LoadProjectionMatrix(projector.camera.projectionMatrix);

                                    GL.PushMatrix();
                                    {
                                        RenderGameObjectNow(gameObject, (int)0);
                                    }
                                    GL.PopMatrix();
                                }
                                GL.PopMatrix(); // restore matrix

                                Graphics.ClearRandomWriteTargets();
                            }
                            Camera.SetupCurrent(prevCamera);
                        }
                        // Calling SetRenderTarget with just a RenderTexture argument is the same as setting RenderTexture.active property.
                        // https://docs.unity3d.com/ScriptReference/Graphics.SetRenderTarget.html
                        RenderTexture.active = prevRT;
                    }
                    projector.PopTargetTexture();

                    Graphics.Blit(m_rtCollection[RenderTextureIDs.cameraDepthRT], m_rtCollection[RenderTextureIDs.meshHeight]);
                }

                #region Perspective correction
                if (settings.direction == Direction.BottomUp)
                {
                    ConvertBottomUpToTopDown(m_rtCollection[RenderTextureIDs.meshHeight], m_rtCollection[RenderTextureIDs.meshHeight], projector, gameObject);
                }
                #endregion Perspective correction

                ReleaseProjector(projector);
            }
            #endregion Mesh Projection


            #region Effects
            {
                if (settings.blur)
                {
                    ApplyBlur(m_rtCollection[RenderTextureIDs.meshHeight], m_rtCollection[RenderTextureIDs.meshHeight]);
                }
            }
            #endregion Effects

            #region Create Heightmap
            {
                RenderTexture prev = RenderTexture.active;
                {
                    RenderTexture.active = m_rtCollection[RenderTextureIDs.combinedHeightMap];

                    Material mat = GetBlendMaterial();
                    mat.SetTexture("_BlendTex", m_rtCollection[RenderTextureIDs.meshHeight]);
                    mat.SetInt("_BlendMode", (int)settings.blendMode);
                    mat.SetFloat("_Blend", settings.valueBlend);

                    Graphics.Blit(m_rtCollection[RenderTextureIDs.heightMapOriginal], m_rtCollection[RenderTextureIDs.combinedHeightMap], mat);

                    if (settings.featureEnabled)
                    {
                        ToolboxHelper.CopyTextureToTerrainHeight(
                            settings.terrain.terrainData,
                            m_rtCollection[RenderTextureIDs.combinedHeightMap],
                            new Vector2Int(0, 0),
                            m_rtCollection[RenderTextureIDs.combinedHeightMap].RT.width,
                            1,
                            0f,
                            1f);
                    }
                }
                RenderTexture.active = prev;
            }
            #endregion Create Heightmap

            #region Debug View
            {
                if (settings.debug)
                {
                    Graphics.Blit(settings.terrain.terrainData.heightmapTexture, m_rtCollection[RenderTextureIDs.heightMapCurrent]);
                }
            }
            #endregion Debug View
        }
        public ToolboxControl GetToolboxControl()
        {
            var assembly = Assembly.Load("XInsure.Workflow.Activities");

            return(ToolboxHelper.GetToolboxControl(assembly));
        }