diff --git a/Assets/Scripts/Editor/FlowFieldSceneVerify.cs b/Assets/Scripts/Editor/FlowFieldSceneVerify.cs index bb459652c..f49a1a19f 100644 --- a/Assets/Scripts/Editor/FlowFieldSceneVerify.cs +++ b/Assets/Scripts/Editor/FlowFieldSceneVerify.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.IO; using System.Linq; using System.Reflection; @@ -181,6 +181,8 @@ namespace Aetheria.EditorTools var texture = RenderTexture.GetTemporary(64, 64, 24, RenderTextureFormat.ARGB32); var readback = new Texture2D(64, 64, TextureFormat.RGBA32, false); var previous = RenderTexture.active; + // Image effects on the camera would write their own frame over the dust; only the dust draw is under test. + var effects = camera.GetComponents().Where(behaviour => behaviour.enabled).ToArray(); Color32[] Render(float size) { Call(dust, "Update"); // on a bounded draw this queues the draw for the camera; here it dispatches the compute @@ -193,6 +195,7 @@ namespace Aetheria.EditorTools } try { + foreach (var effect in effects) effect.enabled = false; transform.SetPositionAndRotation(new Vector3(0f, -40000f, 0f), Quaternion.Euler(90f, 0f, 0f)); camera.farClipPlane = 30000f; camera.clearFlags = CameraClearFlags.SolidColor; @@ -209,6 +212,7 @@ namespace Aetheria.EditorTools finally { RenderTexture.active = previous; + foreach (var effect in effects) effect.enabled = true; camera.targetTexture = target; camera.cullingMask = mask; camera.backgroundColor = background;