public void OnEnable()
        {
            _sc_settings = (SuperCombinerSettings)target;

            _serializedSettings     = new SerializedObject(_sc_settings);
            _customShaderProperties = _serializedSettings.FindProperty("_material_settings._customShaderProperties");

            for (int i = 0; i < SuperCombinerEditor.MAX_MULTI_MATERIAL_COUNT; i++)
            {
                _multiMaterialsSC.Add(_serializedSettings.FindProperty("_material_settings.multiMaterials" + i));
            }
        }
        /// <summary>
        /// Saves the combined settings.
        /// </summary>
        public static void SaveCombinedSettings(SuperCombinerSettings combinedSettings, string folderDestination, string sessionName)
        {
            SuperCombinerSettings savedCombinedSettings = AssetDatabase.LoadAssetAtPath <SuperCombinerSettings>(folderDestination + "/CombinedSettings_" + sessionName + ".asset");

            if (savedCombinedSettings != null)
            {
                AssetDatabase.DeleteAsset(folderDestination + "/CombinedSettings_" + sessionName + ".asset");
            }

            string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(folderDestination + "/CombinedSettings_" + sessionName + ".asset");

            SuperCombinerSettings toSaveCombinedSettings = GameObject.Instantiate(combinedSettings) as SuperCombinerSettings;

            toSaveCombinedSettings.generalSettings  = combinedSettings.generalSettings;
            toSaveCombinedSettings.textureSettings  = combinedSettings.textureSettings;
            toSaveCombinedSettings.meshSettings     = combinedSettings.meshSettings;
            toSaveCombinedSettings.materialSettings = combinedSettings.materialSettings;


            AssetDatabase.CreateAsset(toSaveCombinedSettings, assetPathAndName);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }