I am trying to fill a volume texture with some noise values via compute shaders. The threadgroupsize is 8,8,8 and the volume texture resolution is 128,64,64. So the main idea is to dispatch a compute shader with 16,8,8 so that each thread is responsible for one voxel of the texture. However it seems i cant do that with a single dispatch call. I get a black screen and then unity goes to full white. I am compelled to have a for loop in a c# script which calls dispatch 4 times( so that means i get a dispatch of 16,8,2 per iteration) and i just change the offset of the id.z ,for instance to get the next chunk of the texture.I also tried to do a for loop inside the compute shader. So with a single 16,8,2 dispatch it runs 3 extra times per thread.However i get the same issue. It seems like that if i put too much work in each thread ,it crashes. I don't understand why that happens. Btw the gpu is 2060 if i use more threads the device allows.