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 void Load(UnityEngine.Rendering.PostProcessing.AmbientOcclusion layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         mode.Fill(layer.mode);
         intensity.Fill(layer.intensity);
         color.Fill(layer.color);
         ambientOnly.Fill(layer.ambientOnly);
         noiseFilterTolerance.Fill(layer.noiseFilterTolerance);
         blurTolerance.Fill(layer.blurTolerance);
         upsampleTolerance.Fill(layer.upsampleTolerance);
         thicknessModifier.Fill(layer.thicknessModifier);
         directLightingStrength.Fill(layer.directLightingStrength);
         radius.Fill(layer.radius);
         quality.Fill(layer.quality);
     }
 }