void OnGUI()
        {
            // Blob settings
            GUI.Box(new Rect(-5.0f, -5.0f, 245.0f, 105.0f + models.Length * 25.0f), "");

            Settings.Distance = FloatField(new Rect(2.5f, 2.5f, 230, 20), "Shadow Distance", ref distanceText, Settings.Distance);
            foreach (RuntimeModel model in models)
            model.BlobCam.farClipPlane = Settings.Distance;

            Settings.Falloff = FloatField(new Rect(2.5f, 25.0f, 230, 20), "Falloff", ref falloffText, Settings.Falloff);
            Shader.SetGlobalFloat("_BlobFalloffExponent", Settings.Falloff);

            Settings.Strength = FloatField(new Rect(2.5f, 47.5f, 230, 20), "Strength", ref strengthText, Settings.Strength);

            Settings.BlurIterations = IntField(new Rect(2.5f, 70.0f, 230, 20), "Blur Iterations", ref blurItrText, Settings.BlurIterations);
            if (Settings.BlurIterations < 0 || 20 < Settings.BlurIterations) {
            Settings.BlurIterations = Mathf.Clamp(Settings.BlurIterations, 0, 20);
            blurItrText = Settings.BlurIterations.ToString();
            }
            foreach (RuntimeModel model in models) {
            BlobBlur blobBlur = model.BlobCam.GetComponent<BlobBlur>();
            blobBlur.BlurIterations = Settings.BlurIterations;
            blobBlur.Strength = Settings.Strength;
            }

            // Model switching
            for (uint i = 0; i < models.Length; ++i) {
            float y = 95f + i * 25.0f;
            Rect r = new Rect(2.5f, y, 230.0f, 22.5f);
            if (GUI.Button(r, models[i].name)) {
                currentModel.gameObject.SetActive(false);
                currentModel = models[i];
                currentModel.gameObject.SetActive(true);
            }
            }
        }
        void Start()
        {
            foreach (RuntimeModel model in models) {
            GameObject plane = CreatePlane(model.ModelBounds);
            plane.transform.position = new Vector3(0, model.ModelBounds.min.y - model.ModelBounds.size.y * 0.01f, 0);
            plane.transform.parent = model.transform;
            model.gameObject.SetActive(false);
            }

            currentModel = models[0];
            currentModel.gameObject.SetActive(true);
        }