public override void Do(PostProcessingRenderObject ro)
        {
            ro.FinalizeOffscreenRendering();

            ro.VignetteMaterial.Radius   = ro.VignetteRadius;
            ro.VignetteMaterial.Softness = ro.VignetteSoftness;
            ro.VignetteMaterial.UV1      = Vector2.One / (ro.ProcessedUV1 * ro.VignetteScale);
            ro.VignetteMaterial.UVOffset = ro.VignettePivot / ro.VignetteScale;
            ro.VignetteMaterial.Color    = ro.VignetteColor;
            ro.RenderTexture(ro.TransparentTexture, ro.VignetteMaterial);
        }
 public override void Do(PostProcessingRenderObject ro)
 {
     ro.RenderTexture(ro.SourceTextureBuffer.Texture, customUV1: ro.Size / (Vector2)ro.SourceTextureBuffer.Size);
     ro.Color = ro.OverallImpactColor;
 }