public void Save(UnityEngine.Rendering.PostProcessing.AutoExposure layer)
 {
     if (layer != null)
     {
         enabled       = new BoolValue(layer.enabled);
         filtering     = new Vector2Value(layer.filtering);
         minLuminance  = new FloatValue(layer.minLuminance);
         maxLuminance  = new FloatValue(layer.maxLuminance);
         keyValue      = new FloatValue(layer.keyValue);
         speedUp       = new FloatValue(layer.speedUp);
         speedDown     = new FloatValue(layer.speedDown);
         eyeAdaptation = new EyeAdaptationValue(layer.eyeAdaptation);
     }
 }
        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;
            }
        }