public byte[] EncodeToPNG ();


テクスチャを PNG 形式にエンコードします

The returned byte array is the PNG "file". You can write them to disk to get the PNG file, send them over the network, etc.

This function works only on ARGB32 and RGB24 texture formats. The texture also has to have Is Readable flag set in the import settings.

The encoded PNG data will contain alpha channel for ARGB32 textures, and no alpha channel for RGB24 textures. PNG data will not contain gamma correction or color profile information.

// Saves screenshot as PNG file.
using UnityEngine;
using System.Collections;
using System.IO;

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

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(); Object.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 WWW w = new WWW("http://localhost/cgi-bin/env.cgi?post", form); yield return w;

if (w.error != null) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } }