public void Save(UnityEngine.Rendering.PostProcessing.AmbientOcclusion layer)
 {
     if (layer != null)
     {
         enabled                = new BoolValue(layer.enabled);
         mode                   = new AmbientOcclusionModeValue(layer.mode);
         intensity              = new FloatValue(layer.intensity);
         color                  = new ColorValue(layer.color);
         ambientOnly            = new BoolValue(layer.ambientOnly);
         noiseFilterTolerance   = new FloatValue(layer.noiseFilterTolerance);
         blurTolerance          = new FloatValue(layer.blurTolerance);
         upsampleTolerance      = new FloatValue(layer.upsampleTolerance);
         thicknessModifier      = new FloatValue(layer.thicknessModifier);
         directLightingStrength = new FloatValue(layer.directLightingStrength);
         radius                 = new FloatValue(layer.radius);
         quality                = new AmbientOcclusionQualityValue(layer.quality);
     }
 }
        public string            mask; //Mask Texture

        public void Save(UnityEngine.Rendering.PostProcessing.Vignette layer, string maskPath = "")
        {
            if (layer != null)
            {
                enabled    = new BoolValue(layer.enabled);
                mode       = new VignetteModeValue(layer.mode);
                color      = new ColorValue(layer.color);
                center     = new Vector2Value(layer.center);
                intensity  = new FloatValue(layer.intensity);
                smoothness = new FloatValue(layer.smoothness);
                roundness  = new FloatValue(layer.roundness);
                rounded    = new BoolValue(layer.rounded);
                opacity    = new FloatValue(layer.opacity);

                //Save path from the post process object?
                //mask = maskPath;
            }
        }
 public void Save(UnityEngine.Rendering.PostProcessing.Bloom layer)
 {
     if (layer != null)
     {
         enabled         = new BoolValue(layer.enabled);
         intensity       = new FloatValue(layer.intensity);
         threshold       = new FloatValue(layer.threshold);
         softKnee        = new FloatValue(layer.softKnee);
         clamp           = new FloatValue(layer.clamp);
         diffusion       = new FloatValue(layer.diffusion);
         anamorphicRatio = new FloatValue(layer.anamorphicRatio);
         color           = new ColorValue(layer.color);
         fastMode        = new BoolValue(layer.fastMode);
         dirtIntensity   = new FloatValue(layer.dirtIntensity);
         dirtTexture     = AIGraphics.Instance.PostProcessingManager.CurrentLensDirtTexturePath;
         dirtState       = layer.dirtTexture.overrideState;
     }
 }
        public string           externalLutPath; // Formerly Texture.

        public void Save(UnityEngine.Rendering.PostProcessing.ColorGrading layer)
        {
            if (layer != null)
            {
                enabled              = new BoolValue(layer.enabled);
                gradingMode          = new GradingModeValue(layer.gradingMode);
                mixerGreenOutGreenIn = new FloatValue(layer.mixerGreenOutGreenIn);
                mixerGreenOutBlueIn  = new FloatValue(layer.mixerGreenOutBlueIn);
                mixerBlueOutRedIn    = new FloatValue(layer.mixerBlueOutRedIn);
                mixerBlueOutGreenIn  = new FloatValue(layer.mixerBlueOutGreenIn);
                mixerBlueOutBlueIn   = new FloatValue(layer.mixerBlueOutBlueIn);
                lift  = new Vector4Value(layer.lift);
                gamma = new Vector4Value(layer.gamma);
                mixerGreenOutRedIn = new FloatValue(layer.mixerGreenOutRedIn);
                gain = new Vector4Value(layer.gain);
                mixerRedOutBlueIn         = new FloatValue(layer.mixerRedOutBlueIn);
                mixerRedOutGreenIn        = new FloatValue(layer.mixerRedOutGreenIn);
                toneCurveToeStrength      = new FloatValue(layer.toneCurveToeStrength);
                toneCurveToeLength        = new FloatValue(layer.toneCurveToeLength);
                toneCurveShoulderStrength = new FloatValue(layer.toneCurveShoulderStrength);
                toneCurveShoulderLength   = new FloatValue(layer.toneCurveShoulderLength);
                toneCurveShoulderAngle    = new FloatValue(layer.toneCurveShoulderAngle);
                toneCurveGamma            = new FloatValue(layer.toneCurveGamma);
                mixerRedOutRedIn          = new FloatValue(layer.mixerRedOutRedIn);
                tonemapper         = new TonemapperValue(layer.tonemapper);
                ldrLutContribution = new FloatValue(layer.ldrLutContribution);
                tint         = new FloatValue(layer.tint);
                colorFilter  = new ColorValue(layer.colorFilter);
                hueShift     = new FloatValue(layer.hueShift);
                saturation   = new FloatValue(layer.saturation);
                brightness   = new FloatValue(layer.brightness);
                postExposure = new FloatValue(layer.postExposure);
                contrast     = new FloatValue(layer.contrast);
                temperature  = new FloatValue(layer.temperature);
                ldrLutIndex  = new IntValue(AIGraphics.Instance.PostProcessingManager.CurrentLUTIndex, layer.ldrLut.overrideState);
            }
        }