Dynamic Texture2D does not render as it should

Hi,

I create a dynamic texture2D(“_dynamicTexture”) and when I run the scene, the sprite objet does not display the new texture with my shader.

How can I apply it correctly and not get my white ish result(as shown below)?

This is my test code:

using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {

	public Color _testColor;
	private Texture2D _dynamicTexture;
	
	private void Start(){
		Sprite selfSprite = GetComponent<SpriteRenderer> ().sprite;
		int width = (int)(selfSprite.bounds.max.x - selfSprite.bounds.min.x);
		int height = (int)(selfSprite.bounds.max.y - selfSprite.bounds.min.y);
		
		_dynamicTexture = new Texture2D (width, height, TextureFormat.ARGB32, false);

		DrawToTexture ();
	}
	
	private void Update(){
		// This part is fully functionnal and was test with other texture
		// assigned via the Unity developpement interface
		renderer.sharedMaterial.SetTexture ("_ResultingTex", _dynamicTexture);
	}
	
	private void DrawToTexture(){
		for(int x = 0; x < 64; x++)  //hardcoded value for question purpose
		{
			for(int y = 0; y < 64; y++)  //hardcoded value for question purpose
			{
				_dynamicTexture.SetPixel(x, y, _testColor);
			}
		}
	}
}

The anticipated result should look like this:
24987-testresult.png

Finally this is the Unity UI showing the before and after i run the test, just so you can view the whole thing(which is very simple in fact):

At the end of your DrawToTexture method you will want to call

_dynamicTexture.Apply()