Writing to RInt texture in Compute Shader?

I’m trying to write to a RInt Texture via a compute shader. I broke it down to a very simple example, but the textue still stays black inside the inspector:
Compute Shader:

#pragma kernel CSMain
RWTexture2D<int> Result;
[numthreads(1,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
    Result[id.xy] = 2147483647;
}

C#:

using UnityEngine;

[ExecuteInEditMode]
public class writeToIntHost : MonoBehaviour {
    public ComputeShader writeToInt;
    public RenderTexture intTest;
    public bool start;

    void Update () {
        if(start)
        {
            start = false;

            if (intTest != null)
                DestroyImmediate(intTest);

            intTest = new RenderTexture(16, 16, 0, RenderTextureFormat.RInt);
            intTest.enableRandomWrite = true;
            intTest.Create();

            int csMain_kernel = writeToInt.FindKernel("CSMain");
            writeToInt.SetTexture(csMain_kernel, "Result", intTest);
            Graphics.SetRandomWriteTarget(1, intTest);
           
            writeToInt.Dispatch(csMain_kernel, intTest.width, intTest.height, 1);

            Graphics.ClearRandomWriteTargets();

        }
    }
}

I testet the code successfully with float textures. Do I have to take care of something additionaly? Is the Inspector not capabile of displaying int textures?

Thanks in Advance!

Have you found anything ?