// Each #kernel tells which function to compile; you can have many kernels #pragma kernel VerticesComputer // Create a RenderTexture with enableRandomWrite flag and set it // with cs.SetTexture RWStructuredBuffer Result; RWStructuredBuffer InputArray; //int MemoryIndex; [numthreads(389,1,1)] void VerticesComputer(uint3 id : SV_DispatchThreadID) { int index = id.x * 3; Result[id.x].x = InputArray[index]; Result[id.x].y = InputArray[index + 1]; Result[id.x].z = -InputArray[index + 2]; }