public void Save(UnityEngine.Rendering.PostProcessing.AutoExposure layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); filtering = new Vector2Value(layer.filtering); minLuminance = new FloatValue(layer.minLuminance); maxLuminance = new FloatValue(layer.maxLuminance); keyValue = new FloatValue(layer.keyValue); speedUp = new FloatValue(layer.speedUp); speedDown = new FloatValue(layer.speedDown); eyeAdaptation = new EyeAdaptationValue(layer.eyeAdaptation); } }
public string mask; //Mask Texture public void Save(UnityEngine.Rendering.PostProcessing.Vignette layer, string maskPath = "") { if (layer != null) { enabled = new BoolValue(layer.enabled); mode = new VignetteModeValue(layer.mode); color = new ColorValue(layer.color); center = new Vector2Value(layer.center); intensity = new FloatValue(layer.intensity); smoothness = new FloatValue(layer.smoothness); roundness = new FloatValue(layer.roundness); rounded = new BoolValue(layer.rounded); opacity = new FloatValue(layer.opacity); //Save path from the post process object? //mask = maskPath; } }