To get the average color of a Unity screenshot, one approach is to use a RenderTexture and a Camera to render the scene to the texture, and then calculate the average color of the texture. The RenderTexture can be created and set up in the Unity Editor or in code [5]. Here's an example of how to get the average color of a RenderTexture in Unity: ```csharp public Texture2D texture; // assign the texture to this variable in the Inspector void Start() { // create a new RenderTexture with the same dimensions as the texture RenderTexture rt = new RenderTexture(texture.width, texture.height, 24); // set the active RenderTexture to the new texture RenderTexture.active = rt; // render the texture to the RenderTexture using a Camera Camera.main.targetTexture = rt; Camera.main.Render(); // create a new Texture2D and read the pixels from the RenderTexture Texture2D tex = new Texture2D(texture.width, texture.height); tex.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0); // calculate the average color of the texture Color averageColor = CalculateAverageColor(tex); // do something with the average color Debug.Log(""Average color: "" + averageColor); } Color CalculateAverageColor(Texture2D tex) { Color[] pixels = tex.GetPixels(); Color averageColor = Color.black; foreach (Color pixel in pixels) { averageColor += pixel; } averageColor /= pixels.Length; return averageColor; } ``` This code creates a new RenderTexture with the same dimensions as the input texture, sets it as the active RenderTexture, and renders the scene to the texture using the main Camera. It then creates a new Texture2D and reads the pixels from the RenderTexture. Finally, it calculates the average color of the texture using the `CalculateAverageColor()` function, which simply sums up all the pixels and divides by the total number of pixels. The average color is then logged to the console [1][5].