public Sphere GetSphere() { var trans = transform; var pos = trans.position; var smoothness = m_UnityMaterial.GetFloat(Smoothness); return(new Sphere { material = { albedo = m_UnityMaterial.GetAlbedo(), fuzziness = (1f - smoothness), type = m_MaterialType }, radius = trans.localScale.x / 2, center = pos, }); }