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); } }