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Compute shader on UWP

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Hi everyone, I have some difficulties on running a very simple test compute shader on UWP.
As a base I have a very simple shader and script running just fine on a Quad in my Unity editor (5.6.0f3).
But it simply doesn't do anything when the application is built for UWP, even with the compute shader support confirmed in the application or a continuous dispatch in the Update function.

Here's the shader. #pragma kernel CSMain //Result texture. RWTexture2D result; [numthreads(10,10,1)] void CSMain( uint3 id : SV_DispatchThreadID ){ //Color a 1440x900 texture with the pixel coordinates. float R = (float)id.x / 1440.0; float G = (float)id.y / 900.0; result[id.xy] = float4( R, G, 1.0, 1.0 ); } And the following script handling the shader. public class ComputeShaderInstance : MonoBehaviour { protected ComputeShader computeShader; protected int kernelHandle; protected Renderer renderer; protected RenderTexture renderTexture; public int pixelByteSize = 16; public int textureWidth = 1440; public int textureHeight = 900; // Use this for initialization void Start () { if( SystemInfo.supportsComputeShaders ) { //Initializing object holding the compute shader. renderTexture = new RenderTexture(textureWidth, textureHeight, pixelByteSize); renderTexture.enableRandomWrite = true; renderTexture.Create(); renderer = GetComponent(); //Recovering shader and kernel entry point. computeShader = (ComputeShader)Resources.Load("Shaders/ComputeShader"); kernelHandle = computeShader.FindKernel("CSMain"); //Configuring compute shader. computeShader.SetTexture(kernelHandle, "result", renderTexture); //Launching compute shader. computeShader.Dispatch(kernelHandle, textureWidth / 10, textureHeight / 10, 1); //Put texture back to the renderer. renderer.material.SetTexture("_MainTex", renderTexture); } } // Update is called once per frame void Update () { } } Am I missing some windows specificities ?
Thanks in advance :)

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