public void Load(UnityEngine.Rendering.PostProcessing.MotionBlur layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         shutterAngle.Fill(layer.shutterAngle);
         sampleCount.Fill(layer.sampleCount);
     }
 }
 public void Load(UnityEngine.Rendering.PostProcessing.Grain layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         colored.Fill(layer.colored);
         intensity.Fill(layer.intensity);
         size.Fill(layer.size);
         lumContrib.Fill(layer.lumContrib);
     }
 }
 public void Load(UnityEngine.Rendering.PostProcessing.DepthOfField layer)
 {
     if (layer != null)
     {
         PostProcessingInspector.AutoFocusEnabled = focusPuller;
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         focusDistance.Fill(layer.focusDistance);
         aperture.Fill(layer.aperture);
         focalLength.Fill(layer.focalLength);
         kernelSize.Fill(layer.kernelSize);
     }
 }
        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;
            }
        }
 public void Load(UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         preset.Fill(layer.preset);
         maximumIterationCount.Fill(layer.maximumIterationCount);
         resolution.Fill(layer.resolution);
         thickness.Fill(layer.thickness);
         maximumMarchDistance.Fill(layer.maximumMarchDistance);
         distanceFade.Fill(layer.distanceFade);
         vignette.Fill(layer.vignette);
     }
 }
 public void Load(UnityEngine.Rendering.PostProcessing.AutoExposure layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         filtering.Fill(layer.filtering);
         minLuminance.Fill(layer.minLuminance);
         maxLuminance.Fill(layer.maxLuminance);
         keyValue.Fill(layer.keyValue);
         speedUp.Fill(layer.speedUp);
         speedDown.Fill(layer.speedDown);
         eyeAdaptation.Fill(layer.eyeAdaptation);
     }
 }
 public void Load(UnityEngine.Rendering.PostProcessing.AmbientOcclusion layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         mode.Fill(layer.mode);
         intensity.Fill(layer.intensity);
         color.Fill(layer.color);
         ambientOnly.Fill(layer.ambientOnly);
         noiseFilterTolerance.Fill(layer.noiseFilterTolerance);
         blurTolerance.Fill(layer.blurTolerance);
         upsampleTolerance.Fill(layer.upsampleTolerance);
         thicknessModifier.Fill(layer.thicknessModifier);
         directLightingStrength.Fill(layer.directLightingStrength);
         radius.Fill(layer.radius);
         quality.Fill(layer.quality);
     }
 }
        public void Load(UnityEngine.Rendering.PostProcessing.Vignette layer)
        {
            if (layer != null)
            {
                enabled.Fill(layer.enabled);
                layer.active = layer.enabled.value;
                mode.Fill(layer.mode);
                color.Fill(layer.color);
                center.Fill(layer.center);
                intensity.Fill(layer.intensity);
                smoothness.Fill(layer.smoothness);
                roundness.Fill(layer.roundness);
                rounded.Fill(layer.rounded);
                opacity.Fill(layer.opacity);

                // Load Texture from the Path.
                // layer.mask.value = mask;
            }
        }
 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;
         Graphics.Instance.PostProcessingManager.LoadLensDirtTexture(dirtTexture, dirtTexture => layer.dirtTexture.value = dirtTexture);
     }
 }
 public void Load(UnityEngine.Rendering.PostProcessing.ColorGrading layer)
 {
     if (layer != null)
     {
         enabled.Fill(layer.enabled);
         layer.active = layer.enabled.value;
         gradingMode.Fill(layer.gradingMode);
         mixerGreenOutGreenIn.Fill(layer.mixerGreenOutGreenIn);
         mixerGreenOutBlueIn.Fill(layer.mixerGreenOutBlueIn);
         mixerBlueOutRedIn.Fill(layer.mixerBlueOutRedIn);
         mixerBlueOutGreenIn.Fill(layer.mixerBlueOutGreenIn);
         mixerBlueOutBlueIn.Fill(layer.mixerBlueOutBlueIn);
         lift.Fill(layer.lift);
         gamma.Fill(layer.gamma);
         mixerGreenOutRedIn.Fill(layer.mixerGreenOutRedIn);
         gain.Fill(layer.gain);
         mixerRedOutBlueIn.Fill(layer.mixerRedOutBlueIn);
         mixerRedOutGreenIn.Fill(layer.mixerRedOutGreenIn);
         toneCurveToeStrength.Fill(layer.toneCurveToeStrength);
         toneCurveToeLength.Fill(layer.toneCurveToeLength);
         toneCurveShoulderStrength.Fill(layer.toneCurveShoulderStrength);
         toneCurveShoulderLength.Fill(layer.toneCurveShoulderLength);
         toneCurveShoulderAngle.Fill(layer.toneCurveShoulderAngle);
         toneCurveGamma.Fill(layer.toneCurveGamma);
         mixerRedOutRedIn.Fill(layer.mixerRedOutRedIn);
         tonemapper.Fill(layer.tonemapper);
         ldrLutContribution.Fill(layer.ldrLutContribution);
         tint.Fill(layer.tint);
         colorFilter.Fill(layer.colorFilter);
         hueShift.Fill(layer.hueShift);
         saturation.Fill(layer.saturation);
         brightness.Fill(layer.brightness);
         postExposure.Fill(layer.postExposure);
         contrast.Fill(layer.contrast);
         temperature.Fill(layer.temperature);
         layer.ldrLut.value         = Graphics.Instance.PostProcessingManager.LoadLUT(ldrLutIndex.value);
         layer.ldrLut.overrideState = ldrLutIndex.overrideState;
     }
 }