Version: 2022.1
LanguageEnglish
  • C#

ImageConversion.EncodeNativeArrayToPNG

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static NativeArray<byte> EncodeNativeArrayToPNG(NativeArray<T> input, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes);

Parameters

input The native 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.

Description

Encodes this native array into PNG format.

This function returns a NativeArray<byte> which is the PNG data. You can store the encoded data as a file or send it over the network without further processing.

This function does not work on any compressed format. The encoded PNG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format). 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 Unity.Collections;
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 NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToPNG(imageBytes, 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.ToArray()); } }