void OnEnable()
        {
            // Be sure legacy HDR option is disable on camera as it cause banding in SceneView. Yes, it is a contradiction, but well, Unity...
            // When HDR option is enabled, Unity render in FP16 then convert to 8bit with a stretch copy (this cause banding as it should be convert to sRGB (or other color appropriate color space)), then do a final shader with sRGB conversion
            // When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
            // What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...
            m_camera          = GetComponent <Camera>();
            m_camera.allowHDR = false;

            serializedFrameSettings.CopyTo(m_FrameSettings);

            RegisterDebug();
        }
 public void OnValidate()
 {
     // Modification of defaultFrameSettings in the inspector will call OnValidate().
     // We do a copy of the settings to those effectively used
     serializedFrameSettings.CopyTo(m_FrameSettings);
 }