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Question by sjb23 · May 23, 2021 at 05:04 PM · linuxopenglcompute shaderlinux editor

Compute Shader Not Working in Build (Linux / OpenGL)

I am unable to get my compute shader to write to a texture in a built version of my project, even though it works in the editor. I made a blank project, and added a quad, which has a script containing the following code.

 public class CSTtest : MonoBehaviour
 {
     public ComputeShader cs;
     private RenderTexture rt;
 
     private int texWidth = 512;
     private int texHeight = 512;
 
     void Start()
     {
         Screen.SetResolution(1280, 720, false);
 
         rt = new RenderTexture(texWidth, texHeight, 0, RenderTextureFormat.ARGB32);
         rt.enableRandomWrite = true;
         rt.Create();
 
         GetComponent<Renderer>().material.mainTexture = rt;
         
         cs.SetTexture(0, "Result", rt);
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.G))
         {
             cs.Dispatch(0, texWidth / 8, texHeight / 8, 1);
         }
     }
 
     void OnDisable()
     {
         rt.Release();
     }
 }

The computer shader just turns the quad red.

 // Each #kernel tells which function to compile; you can have many kernels
 #pragma kernel CSMain
 
 // Create a RenderTexture with enableRandomWrite flag and set it
 // with cs.SetTexture
 RWTexture2D<float4> Result;
 
 [numthreads(8,8,1)]
 void CSMain (uint3 id : SV_DispatchThreadID)
 {
     Result[id.xy] = float4(1, 0, 0, 1);
 }

In the editor the quad turns red as expected, but in the built version nothing happens when I dispatch the compute shader. Am I doing something wrong, or is this a bug with Unity? I am running on Linux with Editor version 2020.1.2f1, OpenGL 4.5. When I tested this same project on Windows/DX11 the compute shader worked in the editor and the built version.

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