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 buffer after 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, EncodeToJPG.