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 Load(UnityEngine.Rendering.PostProcessing.Vignette layer)
        {
            if (layer != null)
            {
                enabled.Fill(layer.enabled);
                layer.active = layer.enabled.value;
                mode.Fill(layer.mode);
                color.Fill(layer.color);
                center.Fill(layer.center);
                intensity.Fill(layer.intensity);
                smoothness.Fill(layer.smoothness);
                roundness.Fill(layer.roundness);
                rounded.Fill(layer.rounded);
                opacity.Fill(layer.opacity);

                // Load Texture from the Path.
                // layer.mask.value = mask;
            }
        }