m_DepthPyramidBuffer=RTHandle.Alloc(size=>CalculatePyramidSize(size),filterMode:FilterMode.Trilinear,colorFormat:RenderTextureFormat.RGFloat,sRGB:false,useMipMap:true,autoGenerateMips:false,enableRandomWrite:true,name:"DepthPyramid");// Need randomReadWrite because we downsample the first mip with a compute shader.
// _Size is used as a scale inside the whole render target so here we need to keep the full size (and not the scaled size depending on the current camera)
// _Size is used as a scale inside the whole render target so here we need to keep the full size (and not the scaled size depending on the current camera)