I have a project with a fairly complex set of rendering chains, using many tfx and shaders
Often the texture that is meant to be the result of a particular renderpass in one chain, may end up as the texture in a completely different place, and mayvbe if a different chain.
Sometimes two textures will combine in a strange way with some ‘corruption artefacts’
Sometimes the offending chain ca be reset by brealing and remaking a link in that chain. Otherwise you need to find the rendererer or tfx that is genereating that texture and delete + remake it
It’s a real pita