Version: 2021.1

ImageConversion.EncodeNativeArrayToTGA

切换到手册
public static NativeArray<byte> EncodeNativeArrayToTGA (NativeArray<T> input, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes);

参数

input 要转换的原生数组。
format 图像数据的像素格式。
width 图像数据的宽度(以像素为单位)。
height 图像数据的高度(以像素为单位)。
rowBytes 单行的长度(以字节为单位)。

描述

将原生数组编码为 TGA 格式。

This function returns a NativeArray<byte> which is the TGA data. Write this data to disk to get the data in the TGA file format.

The encoded TGA data is not compressed and contains an 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 TGA data will be in 8-bit grayscale.

This method is thread safe.

Passing rowBytes of 0 will calculate the row length in bytes automatically.

// Saves screenshot as TGA file.
using System.Collections;
using System.IO;
using Unity.Collections;
using UnityEngine;

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 bytes in TGA format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToTGA(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.tga", bytes.ToArray()); } }