public void Save(UnityEngine.Rendering.PostProcessing.Bloom layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); intensity = new FloatValue(layer.intensity); threshold = new FloatValue(layer.threshold); softKnee = new FloatValue(layer.softKnee); clamp = new FloatValue(layer.clamp); diffusion = new FloatValue(layer.diffusion); anamorphicRatio = new FloatValue(layer.anamorphicRatio); color = new ColorValue(layer.color); fastMode = new BoolValue(layer.fastMode); dirtIntensity = new FloatValue(layer.dirtIntensity); dirtTexture = AIGraphics.Instance.PostProcessingManager.CurrentLensDirtTexturePath; dirtState = layer.dirtTexture.overrideState; } }
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; AIGraphics.Instance.PostProcessingManager.LoadLensDirtTexture(dirtTexture, dirtTexture => layer.dirtTexture.value = dirtTexture); } }