I have a simple question: when using a Compute Shader, is it possible to keep a buffer in the GPU memory during the whole run-time duration of the application, so whenever the Compute Shader is executed again it can use data from such buffer and/or update them?

If so, what is the correct way of declaring buffers when one wants them to be permanent in GPU versus one-time-use only? If that helps, I am using CG in Unity, but an engine/language agnostic answer is fine.