public void Save(UnityEngine.Rendering.PostProcessing.ChromaticAberration layer, string spectralLutPath = "")
 {
     if (layer != null)
     {
         enabled   = new BoolValue(layer.enabled);
         intensity = new FloatValue(layer.intensity);
         fastMode  = new BoolValue(layer.fastMode);
         //Save Texture path.
         //spectralLut = spectralLutPath;
     }
 }
        public void Load(UnityEngine.Rendering.PostProcessing.ChromaticAberration layer)
        {
            if (layer != null)
            {
                enabled.Fill(layer.enabled);
                layer.active = layer.enabled.value;
                intensity.Fill(layer.intensity);
                fastMode.Fill(layer.fastMode);

                //Load texture from the path.
                //layer.spectralLutPath.value = spectralLut;
            }
        }