public void ReadPixels (Rect source, int destX, int destY, bool recalculateMipMaps= true);





This will copy a rectangular pixel area from the currently active RenderTexture or the view (specified by the source parameter) into the position defined by destX and destY. Both coordinates use pixel space - (0,0) is lower left.

recalculateMipMaps が True に設定されている場合、テクスチャのミップマップは更新されます。recalculateMipMaps が False に設定されている場合は、Apply を呼び出し再計算する必要があります。

This function works on RGBA32, ARGB32 and RGB24 texture formats, when render target is of a similar format too (e.g. usual 32 or 16 bit render texture). Reading from a HDR render target (ARGBFloat or ARGBHalf render texture formats) into HDR texture formats (RGBAFloat or RGBAHalf) is supported too.

The texture also has to have read/write enabled flag set in the texture import settings.

// Attach this script to a Camera
//Also attach a GameObject that has a Renderer (e.g. a cube) in the Display field
//Press the space key in Play mode to capture

using UnityEngine;

public class Example : MonoBehaviour { // Grab the camera's view when this variable is true. bool grab;

// The "m_Display" is the GameObject whose Texture will be set to the captured image. public Renderer m_Display;

private void Update() { //Press space to start the screen grab if (Input.GetKeyDown(KeyCode.Space)) grab = true; }

private void OnPostRender() { if (grab) { //Create a new texture with the width and height of the screen Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false); //Read the pixels in the Rect starting at 0,0 and ending at the screen's width and height texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false); texture.Apply(); //Check that the display field has been assigned in the Inspector if (m_Display != null) //Give your GameObject with the renderer this texture m_Display.material.mainTexture = texture; //Reset the grab state grab = false; } } }

関連項目: EncodeToPNG.