Version: 2019.4
  • C#


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public static byte[] EncodeArrayToEXR(Array array, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes, Texture2D.EXRFlags flags);


array The byte array to convert.
format The pixel format of the image data.
width The width of the image data in pixels.
height The height of the image data in pixels.
rowBytes The length of a single row in bytes.
flags Flags used to control compression and the output format.


Encodes this array into the EXR format.

This function returns a byte array which is the EXR file data. Write this data to disk to get the data in the EXR file format.

It is best to use this function for HDR texture formats (either 16-bit or 32-bit floats). The default output format is 16-bit float EXR.

The encoded EXR data will always contain an alpha channel.

For single-channel red textures ( R8, R16, RFloat and RHalf ), the encoded data will be in grayscale mode.

This method is thread safe.

Passing rowBytes of 0 will calculate the row length in bytes automatically.

// Saves screenshot as EXR file.
using System.Collections;
using System.IO;
using UnityEngine;

public class EXRScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenEXR(); }

IEnumerator SaveScreenEXR() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();

// Create a texture in RGBAFloat format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);

// Read the screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();

// Encode the bytes in EXR format byte[] bytes = ImageConversion.EncodeArrayToEXR(tex.GetRawTextureData(), tex.graphicsFormat, (uint)width, (uint)height); Object.Destroy(tex);

// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.exr", bytes); } }