unorm float4 uf4; Texture3D ResultInU: register(t0); RWTexture3D ResultOutU: register(u0); Texture3D ResultInS: register(t1); RWTexture3D ResultOutS: register(u1); [numthreads(16, 16, 1)] void main(uint3 tid: SV_DispatchThreadID) { ResultOutS[tid] = ResultInS[tid] + uf4; ResultOutU[tid] = ResultInU[tid]; }