Fix render target memory leak in Global Surface Atlas debug
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@@ -1143,6 +1143,7 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
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EyeAdaptationPass::Instance()->Render(renderContext, tempBuffer);
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PostProcessingPass::Instance()->Render(renderContext, tempBuffer, output, colorGradingLUT);
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RenderTargetPool::Release(colorGradingLUT);
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RenderTargetPool::Release(tempBuffer);
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context->ResetRenderTarget();
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// Rebind resources
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