private void LateUpdate()
 {
     // Output
     ouputTimings.text = string.Format("Compute:{0}x{0} {1:F2}ms", textureSize, timer.Duration * 1000.0);
     // Dispatch compute shader
     computeShader.SetVector("targetTextureSize", new Vector4(targetTexture.width, targetTexture.height));
     computeShader.SetTexture(0, "targetTexture", targetTexture);
     timer.Begin();
     computeShader.Dispatch(0, targetTexture.width / 16, targetTexture.height / 16, 1);
     timer.End();
 }