public static void Copy(TheForestQualitySettings from, TheForestQualitySettings to)
 {
     to.Preset       = from.Preset;
     to.AntiAliasing = from.AntiAliasing;
     if (PlayerPreferences.is32bit)
     {
         to.CascadeCount = (TheForestQualitySettings.ShadowCascadeCount)Mathf.Max((int)from.CascadeCount, 1);
     }
     else
     {
         to.CascadeCount = from.CascadeCount;
     }
     to.ShadowLevel                  = from.ShadowLevel;
     to.FarShadowMode                = from.FarShadowMode;
     to.LightDistance                = from.LightDistance;
     to.LightmapResolution           = from.LightmapResolution;
     to.LightmapUpdateIntervalFrames = from.LightmapUpdateIntervalFrames;
     to.MotionBlur             = from.MotionBlur;
     to.ScatterResolution      = from.ScatterResolution;
     to.ScatterSamplingQuality = from.ScatterSamplingQuality;
     to.SSAOType          = from.SSAOType;
     to.SSAO              = from.SSAO;
     to.PostEffectsSystem = from.PostEffectsSystem;
     to.SEBloom           = from.SEBloom;
     to.Fg      = from.Fg;
     to.CA      = from.CA;
     to.DofTech = from.DofTech;
     to.screenSpaceReflection = from.screenSpaceReflection;
     to.volumetricClouds      = from.volumetricClouds;
     to.SunshineOcclusion     = from.SunshineOcclusion;
     to.VolumetricsType       = from.VolumetricsType;
     to.Caustics    = from.Caustics;
     to.SkyLighting = from.SkyLighting;
     to.SetTerrainQuality(from.TerrainQuality);
     to.DrawDistance  = from.DrawDistance;
     to.GrassMode     = from.GrassMode;
     to.GrassDistance = from.GrassDistance;
     to.GrassDensity  = from.GrassDensity;
     to.ReflexionMode = from.ReflexionMode;
     to.OceanQuality  = from.OceanQuality;
     to.SetTextureQuality(from.TextureQuality);
     to.SetMaterialQuality(from.MaterialQuality);
 }