Remove redundant binding of _PyramidDepthTexture
Vector2 pyramidScale = m_BufferPyramid.GetPyramidToScreenScale(hdCamera);
PushFullScreenDebugTextureMip(cmd, m_BufferPyramid.depthPyramid, m_BufferPyramid.GetPyramidLodCount(hdCamera), new Vector4(pyramidScale.x, pyramidScale.y, 0.0f, 0.0f), hdCamera, debugMode);
cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_BufferPyramid.depthPyramid);
}
void RenderPostProcess(HDCamera hdcamera, CommandBuffer cmd, PostProcessLayer layer)