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GPU Ray tracing: "kernel at index(0) is invalid"

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I have been following this tutorial/blog thing: http://three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ I'm stuck on the 'reflections' section, I think I have coded (more like 'copied', let's be realistic) everything that I need to, but when I press play, I get: . "RayTracingShader.compute: Kernel at index (0) is invalid UnityEngine.ComputeShader:Dispatch(Int32, Int32, Int32, Int32)" . There's more, but here's what I don't understand: Why does it say the kernel is invalid? Why does it say Dispatch(int32, int32, int32, int32) where the actual dispatch looks like: "RayTracingShader.Dispatch(0, threadGroupsX, threadGroupsY, 1);" Have I just left something out and didn't notice? . I'm just starting to learn how to use computes shaders and I don't really understand it, any help would be greatly appreciated.

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