Instancing Compute Shaders broken 2017.3 ??

Hi all I’m having a weird problem that I’m hoping someone can reproduce or help me figure out…

I’m trying to activate two Compute based particle systems on one scene with Unity 2017.3

I thought I could instantiate a shader program with…
_kernels = Instantiate(ComputeKernels) as ComputeShader;

And then use them as seperate compute programs with seperate buffers, etc…

Unfortunately this does not seem to be working anymore with Unity 2017.3 I also tried with 2017.2

When I have two gameobjects on the scene with the same computeshader code loaded, only one of the systems’ values has any influence, and it influences all the others with the same code on the scene. It happens even if all of the gameobjects are disabled, so I presume it is somethign Unity is doing under the covers??

I really don’t understand how this is possible and feels like a major issue. Please advise!

Wow it seems to be because I was assigning a material in the editor rather than just a shader. No idea why but it is working now…

All I can figure is maybe I accidentally had a shared material and this was crossing the buffer references or something… Still feels like a bug to me but glad I got it working.