public eSkyPlayerCameraEffectParamBase getParam()
    {
        if (m_postProcessing == null)
        {
            return(null);
        }

        eSkyPlayerCameraEffectVignetteParam p = new eSkyPlayerCameraEffectVignetteParam();

        p.color      = m_vignetteModelSettings.color;
        p.center     = m_vignetteModelSettings.center;
        p.intensity  = m_vignetteModelSettings.intensity;
        p.smoothness = m_vignetteModelSettings.smoothness;
        p.roundness  = m_vignetteModelSettings.roundness;
        p.mask       = m_vignetteModelSettings.mask;
        p.opacity    = m_vignetteModelSettings.opacity;
        p.rounded    = m_vignetteModelSettings.rounded;
        switch (m_vignetteModelSettings.mode)
        {
        case UnityEngine.PostProcessing.VignetteModel.Mode.Classic:
            p.mode = 1;
            break;

        case UnityEngine.PostProcessing.VignetteModel.Mode.Masked:
            p.mode = 2;
            break;
        }
        return(p);
    }
    public bool setParam(eSkyPlayerCameraEffectParamBase param)
    {
        if (m_postProcessing == null)
        {
            return(false);
        }

        if (param is eSkyPlayerCameraEffectVignetteParam)
        {
            eSkyPlayerCameraEffectVignetteParam p = param as eSkyPlayerCameraEffectVignetteParam;
            if (m_postProcessing.profile.vignette.enabled == false)
            {
                return(false);
            }
            m_vignetteModelSettings.color      = p.color;
            m_vignetteModelSettings.center     = p.center;
            m_vignetteModelSettings.intensity  = p.intensity;
            m_vignetteModelSettings.smoothness = p.smoothness;
            m_vignetteModelSettings.roundness  = p.roundness;
            m_vignetteModelSettings.mask       = p.mask;
            m_vignetteModelSettings.opacity    = p.opacity;
            m_vignetteModelSettings.rounded    = p.rounded;
            switch (p.mode)
            {
            case 1:
                m_vignetteModelSettings.mode = UnityEngine.PostProcessing.VignetteModel.Mode.Classic;
                break;

            case 2:
                m_vignetteModelSettings.mode = UnityEngine.PostProcessing.VignetteModel.Mode.Masked;
                break;
            }

            m_postProcessing.profile.vignette.settings = m_vignetteModelSettings;
        }
        else
        {
            return(false);
        }

        return(true);
    }