Version: 2020.3
public static byte[] EncodeToPNG (Texture2D tex);

参数

tex 要转换的纹理。

描述

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。

The encoded PNG data will contain alpha channel for RGBA32, ARGB32 textures, and no alpha channel for RGB24 textures. For single-channel red textures ( R8, R16, RFloat and RHalf ), the encoded PNG data will be in grayscale. PNG data will not contain gamma correction or color profile information.

// 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.result != UnityWebRequest.Result.Success) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } } }