void RandomMesh(PaintJob job)
{
Color oldColor = brushColor;
int oldVal = brushValue;
float oldFloat = floatBrushValue;
PrepBrushMode(job);
var lerper = GetLerper();
for (int i = 0; i < job.verts.Length; ++i)
{
brushColor = new Color(UnityEngine.Random.Range(0.0f, 1.0f),
UnityEngine.Random.Range(0.0f, 1.0f),
UnityEngine.Random.Range(0.0f, 1.0f),
UnityEngine.Random.Range(0.0f, 1.0f));
brushValue = UnityEngine.Random.Range(0, 255);
floatBrushValue = UnityEngine.Random.Range(uvVisualizationRange.x, uvVisualizationRange.y);
object v = GetBrushValue();
lerper(job, i, ref v, 1);
}
job.stream.Apply();
brushColor = oldColor;
brushValue = oldVal;
floatBrushValue = oldFloat;
}