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; } }