constants.inputColorResourceDimensions=dispatchParams.InputResourceSize;// We have no way to query the actual width & height of the input resources, so trust that it matches the render size
// TODO: if we want to support dynamic resolution, we may have to differentiate between renderSize and inputColorResourceDimensions again
// TODO: come to think of it, couldn't we use Unity's ScalableBufferManager for dealing with render scale altogether? So we don't have to deal with this nasty double camera business?