public void Save(UnityEngine.Rendering.PostProcessing.MotionBlur layer)
 {
     if (layer != null)
     {
         enabled      = new BoolValue(layer.enabled);
         shutterAngle = new FloatValue(layer.shutterAngle);
         sampleCount  = new IntValue(layer.sampleCount);
     }
 }
 public void Save(UnityEngine.Rendering.PostProcessing.Grain layer)
 {
     if (layer != null)
     {
         enabled    = new BoolValue(layer.enabled);
         colored    = new BoolValue(layer.colored);
         intensity  = new FloatValue(layer.intensity);
         size       = new FloatValue(layer.size);
         lumContrib = new FloatValue(layer.lumContrib);
     }
 }
 public void Save(UnityEngine.Rendering.PostProcessing.ChromaticAberration layer, string spectralLutPath = "")
 {
     if (layer != null)
     {
         enabled   = new BoolValue(layer.enabled);
         intensity = new FloatValue(layer.intensity);
         fastMode  = new BoolValue(layer.fastMode);
         //Save Texture path.
         //spectralLut = spectralLutPath;
     }
 }
 public void Save(UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections layer)
 {
     if (layer != null)
     {
         enabled = new BoolValue(layer.enabled);
         preset  = new ScreenSpaceReflectionPresetValue(layer.preset);
         maximumIterationCount = new IntValue(layer.maximumIterationCount);
         resolution            = new ScreenSpaceReflectionResolutionValue(layer.resolution);
         thickness             = new FloatValue(layer.thickness);
         maximumMarchDistance  = new FloatValue(layer.maximumMarchDistance);
         distanceFade          = new FloatValue(layer.distanceFade);
         vignette = new FloatValue(layer.vignette);
     }
 }
 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 void Save(UnityEngine.Rendering.PostProcessing.DepthOfField layer)
        {
            if (layer != null)
            {
                if (AIGraphics.Instance.FocusPuller != null)
                {
                    focusPuller = AIGraphics.Instance.FocusPuller.enabled;
                }

                enabled       = new BoolValue(layer.enabled);
                focusDistance = new FloatValue(layer.focusDistance);
                aperture      = new FloatValue(layer.aperture);
                focalLength   = new FloatValue(layer.focalLength);
                kernelSize    = new KernelSizeValue(layer.kernelSize);
            }
        }
 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);
            }
        }