tex | 要转换的纹理。 |
将该纹理编码为 PNG 格式。
返回的字节数组为 PNG“文件”。您可以将它们写入磁盘以获取 PNG 文件,
或通过网络发送等。
该函数仅适用于未压缩的非 HDR 纹理格式。
必须在 Texture Import Settings 中启用纹理的 Read/Write Enabled 标志。
对于 ARGB32
、ARGB32
纹理,
编码的 PNG 数据将包含 Alpha 通道;对于 RGB24
纹理,则不包含 Alpha 通道。
PNG 数据不包含伽马校正或颜色配置文件信息。
// Saves screenshot as PNG file. using UnityEngine; using UnityEngine.Networking; using System.Collections; using System.IO;
public class PNGUploader : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return UploadPNG(); }
IEnumerator UploadPNG() { // We should only read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();
// Create a texture the size of the screen, RGB24 format int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
// Read screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();
// Encode texture into PNG byte[] bytes = tex.EncodeToPNG(); Object.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 WWWForm form = new WWWForm(); form.AddField("frameCount", Time.frameCount.ToString()); form.AddBinaryData("fileUpload", bytes);
// Upload to a cgi script var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form); yield return w.SendWebRequest();
if (w.isNetworkError || w.isHttpError) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } } }