Hi All, I've got a camera in my scene and I want to write everything it sees to a png file this can be done with a Camera.Render() call and a Texture2d.ReadPixels(). Now technically i've done that (pretty much like in the unity documentation) and it's has neatly rendered into a file but the contents is not the original view. Have a look for yourself This is the original in editor view of the camera: And this is the final output file: You may notice the overal scene is lighter the shadows are much lighter and wait.. waht? the water is white?... I'm pretty sure it has something to do with the render passes somewhere along the lines of the transparent pass maybe? The weird thing is i've set the water to simple to keep it simple. Whats more is seems all alpha stuff has been set to white or not been rendered at all? Trees in the scene also get rendered white they have the default nature shaders on them. Code (csharp): // Capture Textures Pixels RenderTexture.active = tmpTexture; cam.Render(); Texture2D image = new Texture2D(cam.targetTexture.width, cam.targetTexture.height); image.ReadPixels(new Rect(0, 0, cam.targetTexture.width, cam.targetTexture.height), 0, 0); image.Apply(); RenderTexture.active = currentRT; Anyone get whats going on?