/// <summary>
        /// Replaces profile settings with current fog configuration
        /// </summary>
        public void Save(VolumetricFog fog)
        {
            // Fog Geo
            density                       = fog.density;
            noiseStrength                 = fog.noiseStrength;
            height                        = fog.height;
            baselineHeight                = fog.baselineHeight;
            distance                      = fog.distance;
            distanceFallOff               = fog.distanceFallOff;
            maxFogLength                  = fog.maxFogLength;
            maxFogLengthFallOff           = fog.maxFogLengthFallOff;
            baselineRelativeToCamera      = fog.baselineRelativeToCamera;
            baselineRelativeToCameraDelay = fog.baselineRelativeToCameraDelay;
            noiseScale                    = fog.noiseScale;
            noiseSparse                   = fog.noiseSparse;
            noiseFinalMultiplier          = fog.noiseFinalMultiplier;
            useXYPlane                    = fog.useXYPlane;

            // Fog Colors
            sunCopyColor      = fog.sunCopyColor;
            alpha             = fog.alpha;
            color             = fog.color;
            specularColor     = fog.specularColor;
            specularThreshold = fog.specularThreshold;
            specularIntensity = fog.specularIntensity;
            lightDirection    = fog.lightDirection;
            lightIntensity    = fog.lightIntensity;
            lightColor        = fog.lightColor;
            lightingModel     = fog.lightingModel;

            // Fog animation
            speed              = fog.speed;
            windDirection      = fog.windDirection;
            turbulenceStrength = fog.turbulenceStrength;
            useRealTime        = fog.useRealTime;

            // Fog sky
            skyColor         = fog.skyColor;
            skyHaze          = fog.skyHaze;
            skySpeed         = fog.skySpeed;
            skyNoiseStrength = fog.skyNoiseStrength;
            skyAlpha         = fog.skyAlpha;

            // Optimization
            stepping       = fog.stepping;
            steppingNear   = fog.steppingNear;
            dithering      = fog.dithering;
            ditherStrength = fog.ditherStrength;
            downsampling   = fog.downsampling;
            edgeImprove    = fog.edgeImprove;
            edgeThreshold  = fog.edgeThreshold;
        }
        /// <summary>
        /// Replaces profile settings with current fog configuration
        /// </summary>
        public void Save(VolumetricFog fog)
        {
            // Fog Geo
            density                       = fog.density;
            noiseStrength                 = fog.noiseStrength;
            height                        = fog.height;
            heightFallOff                 = fog.heightFallOff;
            baselineHeight                = fog.baselineHeight;
            distance                      = fog.distance;
            distanceFallOff               = fog.distanceFallOff;
            maxFogLength                  = fog.maxFogLength;
            maxFogLengthFallOff           = fog.maxFogLengthFallOff;
            baselineRelativeToCamera      = fog.baselineRelativeToCamera;
            baselineRelativeToCameraDelay = fog.baselineRelativeToCameraDelay;
            noiseScale                    = fog.noiseScale;
            noiseSparse                   = fog.noiseSparse;
            noiseFinalMultiplier          = fog.noiseFinalMultiplier;
            useXYPlane                    = fog.useXYPlane;

            // Fog Colors
            sunCopyColor      = fog.sunCopyColor;
            alpha             = fog.alpha;
            color             = fog.color;
            deepObscurance    = fog.deepObscurance;
            specularColor     = fog.specularColor;
            specularThreshold = fog.specularThreshold;
            specularIntensity = fog.specularIntensity;
            lightDirection    = fog.lightDirection;
            lightIntensity    = fog.lightIntensity;
            lightColor        = fog.lightColor;
            lightingModel     = fog.lightingModel;

            // Fog animation
            speed              = fog.speed;
            windDirection      = fog.windDirection;
            turbulenceStrength = fog.turbulenceStrength;
            useRealTime        = fog.useRealTime;

            // Fog sky
            skyColor         = fog.skyColor;
            skyHaze          = fog.skyHaze;
            skySpeed         = fog.skySpeed;
            skyNoiseStrength = fog.skyNoiseStrength;
            skyNoiseScale    = fog.skyNoiseScale;
            skyAlpha         = fog.skyAlpha;
            skyDepth         = fog.skyDepth;

            // Optimization
            stepping         = fog.stepping;
            steppingNear     = fog.steppingNear;
            dithering        = fog.dithering;
            ditherStrength   = fog.ditherStrength;
            downsampling     = fog.downsampling;
            forceComposition = fog.forceComposition;
            edgeImprove      = fog.edgeImprove;
            edgeThreshold    = fog.edgeThreshold;

            // Fog Void
            fogVoidTopology = fog.fogVoidTopology;
            fogVoidDepth    = fog.fogVoidDepth;
            fogVoidFallOff  = fog.fogVoidFallOff;
            fogVoidHeight   = fog.fogVoidHeight;
            fogVoidPosition = fog.fogVoidPosition;
            fogVoidRadius   = fog.fogVoidRadius;

            // Light scattering
            lightScatteringEnabled       = fog.lightScatteringEnabled;
            lightScatteringDecay         = fog.lightScatteringDecay;
            lightScatteringDiffusion     = fog.lightScatteringDiffusion;
            lightScatteringExposure      = fog.lightScatteringExposure;
            lightScatteringIllumination  = fog.lightScatteringIllumination;
            lightScatteringJittering     = fog.lightScatteringJittering;
            lightScatteringSamples       = fog.lightScatteringSamples;
            lightScatteringSpread        = fog.lightScatteringSamples;
            lightScatteringSpread        = fog.lightScatteringSpread;
            lightScatteringWeight        = fog.lightScatteringWeight;
            lightScatteringBlurDownscale = fog.lightScatteringBlurDownscale;
        }