[Solved]Ok, Where am I going wrong with Compute Shader....

#pragma kernel CSMain
float Offx0,Offy0,Offx1,Offy1,Offx2,Offy2,Offx3,Offy3;// Off0 = Red, Off1 = Green, Off2 = Blue, Off3 = Alpha
sampler2D Noise;// The Read Texture...
RWTexture2D<float4> Result;// The output texture
[numthreads(8,8,1)]//Thread info
void CSMain (uint3 id : SV_DispatchThreadID)
{
    float r,g,b,a;
    float4 c0,c1,c2,c3;
    float2 o0,o1,o2,o3;
    o0=o1=o2=o3=id.xy;// Get the thread coords
    o0.x+=Offx0;// Add the offsets...
    o0.y+=Offy0;
    o1.x+=Offx1;
    o1.y+=Offy1;
    o2.x+=Offx2;
    o2.y+=Offy2;
    o3.x+=Offx3;
    o3.y+=Offy3;
    c0=tex2D(Noise,o0);// Get the color info at the specified locations...
    c1=tex2D(Noise,o1);
    c2=tex2D(Noise,o2);
    c3=tex2D(Noise,o3);
    r=c0.r;// multiply all red
    r*=c1.r;
    r*=c2.r;
    r*=c3.r;
    g=c0.g;// multiply all green
    g*=c1.g;
    g*=c2.g;
    g*=c3.g;
    b=c0.b;// multiply all blue
    b*=c1.b;
    b*=c2.b;
    b*=c3.b;
    a=c0.a;//multiply all alpha
    a*=c1.a;
    a*=c2.a;
    a*=c3.a;
    Result [ id.xy ] = float4 ( r + g + b + a , 0 , 0 , 0 );// return total of color info in grey-scale red channel...
}

As I posted this in the wrong section and am cross posting this question as directed - I refer you to X=1 ok, but X=A compile fails... - Unity Engine - Unity Discussions for more information…

#pragma kernel CSMain

float Offx0,Offy0,Offx1,Offy1,Offx2,Offy2,Offx3,Offy3;
Texture2D Noise;

RWTexture2D<float4> Result;

[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
    float r,g,b,a;
    float4 c0,c1,c2,c3;
    float2 o0,o1,o2,o3;

    o0=id.xy;
    o1=id.xy;
    o2=id.xy;
    o3=id.xy;

    o0.x+=Offx0;
    o0.y+=Offy0;
    o1.x+=Offx1;
    o1.y+=Offy1;
    o2.x+=Offx2;
    o2.y+=Offy2;
    o3.x+=Offx3;
    o3.y+=Offy3;

    c0=Noise[o0];
    c1=Noise[o1];
    c2=Noise[o2];
    c3=Noise[o3];

    r=c0.r;
    r*=c1.r;
    r*=c2.r;
    r*=c3.r;
    g=c0.g;
    g*=c1.g;
    g*=c2.g;
    g*=c3.g;
    b=c0.b;
    b*=c1.b;
    b*=c2.b;
    b*=c3.b;
    a=c0.a;
    a*=c1.a;
    a*=c2.a;
    a*=c3.a;

    Result [ id.xy ] = float4 ( r + g + b + a , 0 , 0 , 0 );

}

does the treat…