tex | The texture to encode. |
Encodes the specified texture in TGA format.
For this function to execute properly, you must set the read/write enabled flag of the texture to true in the texture import settings.
The TGA encoded texture is returned as a byte array. You can store the encoded texture as a file or send it over the network without further processing.
This function works only on uncompressed, non-HDR texture formats.
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.
// 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 = tex.EncodeToTGA(); Object.Destroy(tex);
// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.tga", bytes); } }
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