Version: 2021.3
言語: 日本語
public static byte[] EncodeToTGA (Texture2D tex);

パラメーター

tex The texture to encode.

説明

Encodes the specified texture in TGA format.

For this function to execute properly, Texture.isReadable must be true.

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); } }