Encodes this texture 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.
This function works only on ARGB32 and RGB24 texture formats. The texture also has to have Is Readable flag set in the import settings.
The encoded PNG data will contain alpha channel for ARGB32 textures, and no alpha channel for RGB24 textures. PNG data will not contain gamma correction or color profile information.
// Saves screenshot as PNG file.
import System.IO;
// Take a shot immediately
function Start () {
UploadPNG ();
}
function UploadPNG () {
// We should only read the screen bufferafter rendering is complete
yield WaitForEndOfFrame();
// Create a texture the size of the screen, RGB24 format
var width = Screen.width;
var height = Screen.height;
var tex = new Texture2D (width, height, TextureFormat.RGB24, false);
// Read screen contents into the texture
tex.ReadPixels (Rect(0, 0, width, height), 0, 0);
tex.Apply ();
// Encode texture into PNG
var bytes = tex.EncodeToPNG();
Destroy (tex);
// For testing purposes, also write to a file in the project folder
// File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
// Create a Web Form
var form = new WWWForm();
form.AddField("frameCount", Time.frameCount.ToString());
form.AddBinaryData("fileUpload",bytes);
// Upload to a cgi script
var w = WWW("http://localhost/cgi-bin/env.cgi?post", form);
yield w;
if (w.error != null) {
print(w.error);
} else {
print("Finished Uploading Screenshot");
}
}
See Also: ReadPixels, WaitForEndOfFrame, LoadImage.