tex | The texture to encode. |
Encodes the specified texture in TGA format.
This function returns a byte array which is the TGA file 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.
Texture.isReadable must be true
.
The encoded TGA data will be uncompressed 8bit grayscale, RGB or RGBA (depending on the passed in format).
For single-channel red textures ( R8
, R16
, RFloat
and RHalf
), the encoded TGA data will be in 8-bit grayscale.
// Saves screenshot as TGA file. using UnityEngine; using System.Collections; using System.IO;
public class TGAScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenTGA(); }
IEnumerator SaveScreenTGA() { // 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 texture in TGA format byte[] bytes = ImageConversion.EncodeToTGA(tex); Object.Destroy(tex);
// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.tga", bytes); } }
Additional resources: Texture2D.ReadPixels, WaitForEndOfFrame, LoadImage, EncodeArrayToTGA, EncodeNativeArrayToTGA, EncodeToPNG, EncodeToJPG, EncodeToEXR.