ScreenCapture.CaptureScreenshotAsTexture() is making a milky white tinted screenshot.

So I am just using ScreenCapture.CaptureScreenshotAsTexture() and it pops out a milky white texture. Below I put the screenshot on top of the source, then again and again and again. And as you see, each time a screenshot is taken, it makes it milky, and again and again…

I am trying to take a screenshot of pure UI.

Anybody know what is the problem? I am on 2019.2.0f1. Attached is the code that generates.

public class ScreenshotTaker : MonoBehaviour
	public Image target;
	IEnumerator RecordFrame()
		while( true )
			Debug.Log( "Click" );

			yield return new WaitForEndOfFrame();
			Texture2D texture = ScreenCapture.CaptureScreenshotAsTexture();
			// do something with texture

			target.sprite = Sprite.Create( texture, new Rect( 0.0f, 0.0f, texture.width, texture.height ), new Vector2( 0.5f, 0.5f ), 100.0f );
			yield return new WaitForSeconds( 2 );

	public void Awake()

Just ran into your exact same problem. Using Unity 2019.3.0f1. There’s probably something buggy with the ScreenCapture.CaptureScreenshotAsTexture(). I solved it using this code instead:

        int width = Screen.width;
        int height = Screen.height;

        Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
        tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);


Since Unity hasn’t fixed the issue yet, I ended up copying the texture created by ScreenCapture.CaptureScreenshotAsTexture() into a new texture and using that.

private Texture2D TakeScreenShot()
		Texture2D screenShot = ScreenCapture.CaptureScreenshotAsTexture();

		// All the following is necessary due to a Unity bug when working in Linear color space:

		Texture2D newScreenShot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);

		return newScreenShot;

I ended up doing this :
From here: Show screen capture as UI image - Questions & Answers - Unity Discussions

    public void TakeScreenShot()
        int photoWidth = Screen.width;
        int photoHeight = Screen.height;
        RenderTexture rt = new RenderTexture(photoWidth, photoHeight, 24); = rt; = rt;;
        Texture2D screenShot = new Texture2D(photoWidth, photoHeight, TextureFormat.RGB24, false);
        screenShot.ReadPixels(new Rect(0, 0, photoWidth, photoHeight), 0, 0);
        screenShot.Apply(); = null;
        Image img = GetComponent<Image>();
        img.sprite = Sprite.Create(screenShot, new Rect(0, 0, photoWidth, photoHeight), new Vector2(0, 0));
        Camera.main.targetTexture = null; = null;