protected void GenerateStar(GameObject item)
        {
            SGT_Star star = item.AddComponent <SGT_Star>();

            item.AddComponent <SGT_LightSource>();

            star.SurfaceMesh.ReplaceAll(surfaceMesh, 0);
            star.AtmosphereMesh = atmosphereMesh;
            star.SurfaceTexture.SetTexture(RandomStarTexture, 0);
            star.SurfaceRadius = Random.Range(0.2f, 1);

            /*var atmosphereColour = star.AtmosphereDensityColour;
             * atmosphereColour.AddColourNode(RandomColour, 0.5f);
             * atmosphereColour.AddAlphaNode(1.0f, Random.Range(0.0f, 0.45f));
             * atmosphereColour.AddAlphaNode(0.5f, Random.Range(0.5f, 1.0f));*/

            if (RandomBool() == true)
            {
                SGT_Corona corona = item.AddComponent <SGT_Corona>();
                corona.MeshType      = SGT_Corona.Type.Ring;
                corona.CoronaTexture = RandomCoronaTexture;
                corona.MeshRadius    = star.SurfaceRadius;
                corona.CoronaOffset  = 0;
                corona.MeshHeight    = Random.Range(corona.MeshRadius, corona.MeshRadius * 10);
                //corona.MeshHeight = corona.MeshRadius * 10;
                var coronaColour = corona.CoronaColour;
                //coronaColour = atmosphereColour.ColourNodes[0].Colour;
                coronaColour.a = 0.5f;
            }

            _Star = star;
        }
    // Use this for initialization
    #region initialization and update
    void Awake () {
        op = FindObjectOfType<ObjectivePanel>();
        mission = this;
        control = GetComponent<dfControl>();
        tween = GetComponent<dfTweenFloat>();
        starSystem = FindObjectOfType<SGT_ProceduralStarSystem>();
        corona = FindObjectOfType<SGT_Corona>();
        hideMissionReadouts();
	}