private void OnGUISetShader()
        {
            DrawMaterialSettings();

            if (GUILayout.Button("Set Shader"))
            {
                RecordSetShaderAnalytics();
                RecordShadingAnalytics();
                Material mat = GGriffinSettings.Instance.WizardSettings.GetClonedMaterial();
                if (BulkSetShader)
                {
                    GCommon.ForEachTerrain(
                        BulkSetShaderGroupId,
                        (t) =>
                    {
                        if (t.TerrainData == null)
                        {
                            return;
                        }
                        t.TerrainData.Shading.MaterialToRender.shader = mat.shader;
                        t.TerrainData.Shading.UpdateMaterials();
                        t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Shading);
                    });
                }
                else
                {
                    terrainData.Shading.MaterialToRender.shader = mat.shader;
                    terrainData.Shading.UpdateMaterials();
                }
                GUtilities.DestroyObject(mat);
                Close();
            }
        }