public void Save(UnityEngine.Rendering.PostProcessing.Bloom layer)
 {
     if (layer != null)
     {
         enabled         = new BoolValue(layer.enabled);
         intensity       = new FloatValue(layer.intensity);
         threshold       = new FloatValue(layer.threshold);
         softKnee        = new FloatValue(layer.softKnee);
         clamp           = new FloatValue(layer.clamp);
         diffusion       = new FloatValue(layer.diffusion);
         anamorphicRatio = new FloatValue(layer.anamorphicRatio);
         color           = new ColorValue(layer.color);
         fastMode        = new BoolValue(layer.fastMode);
         dirtIntensity   = new FloatValue(layer.dirtIntensity);
         dirtTexture     = AIGraphics.Instance.PostProcessingManager.CurrentLensDirtTexturePath;
         dirtState       = layer.dirtTexture.overrideState;
     }
 }
 public void Load(UnityEngine.Rendering.PostProcessing.Bloom layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         intensity.Fill(layer.intensity);
         threshold.Fill(layer.threshold);
         softKnee.Fill(layer.softKnee);
         clamp.Fill(layer.clamp);
         diffusion.Fill(layer.diffusion);
         anamorphicRatio.Fill(layer.anamorphicRatio);
         color.Fill(layer.color);
         fastMode.Fill(layer.fastMode);
         dirtIntensity.Fill(layer.dirtIntensity);
         layer.dirtTexture.overrideState = dirtState;
         AIGraphics.Instance.PostProcessingManager.LoadLensDirtTexture(dirtTexture, dirtTexture => layer.dirtTexture.value = dirtTexture);
     }
 }