Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

ImageConversion.EncodeNativeArrayToEXR

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Declaration

public static NativeArray<byte> EncodeNativeArrayToEXR(NativeArray<T> input, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes, Texture2D.EXRFlags flags);

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. The default is 0, which means Unity calculates the length automatically.
flags Flags used to control compression and the output format. The default is Texture2D.EXRFlags.None

Description

Encodes this native array into the EXR format.

This function returns a NativeArray<byte> which is the EXR 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. Although it is best to use this function for HDR texture formats (either 16-bit or 32-bit floats), it can be used with other formats (and the data is converted on the fly). The default output format is uncompressed 16-bit float EXR and can be controlled using the passed in flags. The encoded EXR data will only contain an alpha channel when the passed-in format has one. For single-channel red textures ( R8, R16, RFloat and RHalf ), the encoded data will be in grayscale mode.

The native array that this function returns is allocated with the persistent allocator, so this function should only be called from the main thread.

// Saves screenshot as EXR file.
using System.Collections;
using System.IO;
using Unity.Collections;
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 NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToEXR(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.exr", bytes.ToArray()); } }