private void Start()
{
m_hornMagic.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
GameObject particles = Instantiate(m_particlePrefab, m_hornMagic.transform, false) as GameObject;
ParticleSystem particleSystem = particles.GetComponent<ParticleSystem>();
ParticleSystem.ShapeModule shape = particleSystem.shape;
shape.meshRenderer = m_hornMagic;
m_hornEmission = particleSystem.emission;
float scale = m_hornMagic.bounds.extents.magnitude;
m_baseEmissionRate = m_hornEmission.rate.constant * scale;
m_hornMagic.material.SetFloat("_Displacement", m_hornMagic.material.GetFloat("_Displacement") * scale);
m_hornMagic.material.SetFloat("_Amplitude", m_hornMagic.material.GetFloat("_Amplitude") * scale);
m_hornMagic.material.SetFloat("_SpatialFrequency", m_hornMagic.material.GetFloat("_SpatialFrequency") / scale);
m_hornMagicColor = m_magicColor;
m_hornMagicColor.a = 0;
m_emissionFraction = 0;
}