{
Vector2 pyramidScale = m_BufferPyramid.GetPyramidToScreenScale(hdCamera);
// Need to account for the fact that the gaussian pyramid is actually rendered inside the camera viewport in a square texture so we mutiply by the PyramidToScreen scale
var size = new Vector4(hdCamera.screenSize.x, hdCamera.screenSize.y, pyramidScale.x / hdCamera.screenSize.x, pyramidScale.y / hdCamera.screenSize.y);
uint x, y, z;
m_applyDistortionCS.GetKernelThreadGroupSizes(m_applyDistortionKernel, out x, out y, out z);
TEXTURE2D(_PyramidDepthTexture);
CBUFFER_START(UnityGaussianPyramidParameters)
float4 _GaussianPyramidColorMipSize; // z = lodCount
float4 _GaussianPyramidColorMipSize; // (x,y) = PyramidToScreenScale, z = lodCount
float4 _PyramidDepthMipSize;
CBUFFER_END