/// <summary>
 /// Add object to list of glowing objects to be rendered.
 /// </summary>
 public void RegisterObject(GlowObjectLerp _glowObj)
 {
     if (!glowingObjects.Contains(_glowObj))         //Inefficient list search, could probably optimize to be prevented at an object-level. My attempt checked script enabled status on object before running this method, but resulted in weird activation bugs
     {
         glowingObjects.Add(_glowObj);
     }
 }
 /// <summary>
 /// Remove object from list of glowing objects to be rendered. Updates (rebuilds) buffer.
 /// </summary>
 public void DeRegisterObject(GlowObjectLerp _glowObj)
 {
     glowingObjects.Remove(_glowObj);
     if (glowingObjects.Count < 1)         //Clearing for (almost)zero overhead when there's no active glow
     {
         glowBuff.Clear();
     }
     else
     {
         RebuildCommandBuffer();
     }
 }