input | The native array to convert. |
format | The pixel format of the image data. |
width | The width of the image data in pixels. |
height | The height of the image data in pixels. |
rowBytes | The length of a single row in bytes. |
Encodes this native array into PNG format.
This function returns a NativeArray<byte> which is the PNG data. Write this data to disk to get the data in the PNG file format.
The encoded PNG data will contain 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 PNG data will be in grayscale.
PNG data will not contain gamma correction or color profile information.
This method is thread safe.
Passing rowBytes of 0 will calculate the row length in bytes automatically.
// Saves screenshot as PNG file. using System.Collections; using System.IO; using Unity.Collections; using UnityEngine;
public class PNGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenPNG(); }
IEnumerator SaveScreenPNG() { // 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 PNG format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToPNG(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.png", bytes.ToArray()); } }