// 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 Result; //RWStructuredBuffer Color; RWStructuredBuffer Full; int limit; [numthreads(8,8,1)] void CSMain (uint3 id : SV_DispatchThreadID) { if(max(max(Result[id.xy].r,Result[id.xy].g),Result[id.xy].b)>0.01) { InterlockedAdd(Full[0],1); } }