public void saveOutDataAsJSON()
    {
        string path = null;

#if UNITY_EDITOR
        path = "Assets/Resources/OutputData/";
#endif
#if !UNITY_STANDALONE
        path = "MyGame_Data/Resources/";
#endif

        path += saveAssetName + ".json";

        SerializableTextureData data = new SerializableTextureData();
        data.width  = deserializedInputTextureData.width;
        data.height = deserializedInputTextureData.height;
        data.data   = outputValuesData;
        string json = JsonUtility.ToJson(data);

        using (FileStream fs = new FileStream(path, FileMode.Create))
        {
            using (StreamWriter writer = new StreamWriter(fs))
            {
                writer.Write(json);
            }
        }
#if UNITY_EDITOR
        UnityEditor.AssetDatabase.Refresh();
#endif
    }
    // Use this for initialization
    void Start()
    {
        deserializedInputTextureData = JsonUtility.FromJson <SerializableTextureData>(inputTextureData.text);

        computeShader = Resources.Load <ComputeShader>("Shaders/ComputeShader1");

        if (computeShader == null)
        {
            Debug.LogError("computeShader not found in the specified path");
        }
        else
        {
            compute();
        }
    }