WaitForEndOfFrame

class in UnityEngine

/

継承:YieldInstruction

マニュアルに切り替える

説明

スクリーン上のレンダリングが完了するまで待ちます。

You can use it to read the display into a texture, encode it as an image file (see Texture2D.ReadPixels and Texture2D.Texture2D) and store it on a device.

Switching from the Game view to the Scene view will cause WaitForEndOfFrame to freeze. It will only continue when the application is switched back to the Game view. This can only happen when the application is working in the Unity editor.

Note: This coroutine is not invoked on the editor in batched mode. For further details please look at the Command line arguments page in the manual.

using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Take a shot immediately IEnumerator Start() { UploadPNG(); yield return null; }

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(); 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) print(w.error); else print("Finished Uploading Screenshot"); yield return null; } }
using UnityEngine;
using System.Collections;

public class ExampleScript : MonoBehaviour { // A script that shows destination alpha channel in the game view.

Material mat;

void CreateMaterial() { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. var shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to show destination alpha channel. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); }

public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End(); GL.PopMatrix(); } yield return null; } }

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