Compute Shader related scaffolding

I have a really simple compute shader with 2 parameters:
RWStructuredBuffer<uint> Keys;
StructuredBuffer<float> Values;

And according to the examples I can find, I need all of this to support it:

Is all of this necessary? How do I even set the initial values to KeysBuffer and ValuesBuffer? Should a StructuredBuffer even have a UAV?
This is so much more straight forward in Unity :frowning: