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Compute Shader Threads

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Can a Compute Shader kick off threads from within a kernel thread? Let's say I'm using a compute shader to get a single vector back from a GPU calculation. So I kick off 1 thread in my dispatch from Unity, let's say that vector is derived from a function giving the x/y location (whether it's the first or last doesn't matter) of the lowest the Euclidean distance in terms of x/y of two grayscale 256x256 2d textures, and those 2 textures may be produced from some procedurally generated code in sub functions. Is such a thing possible with Compute Shaders?

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