Version: 2019.4
  • C#


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


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.


Encodes this array into PNG format.

The returned byte array is the PNG "file". You can write them to disk to get the PNG file, send them over the network, etc.

The encoded PNG data will contain alpha channel for RGBA32, ARGB32 textures, and no alpha channel for RGB24 textures. For single-channel red textures ( R8, R16, RFloat and RHalf ), the encoded PNG data will be in grayscale. PNG data will not contain gamma correction or color profile information.

This method is thread safe.

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

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

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

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

// Create a texture in RGB24 format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);

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

// Encode the bytes in PNG format byte[] bytes = ImageConversion.EncodeArrayToPNG(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.png", bytes); } }