source | Rectangular region of the view to read from. Pixels are read from current render target. |
destX | Horizontal pixel position in the texture to place the pixels that are read. |
destY | Vertical pixel position in the texture to place the pixels that are read. |
recalculateMipMaps | Should the texture's mipmaps be recalculated after reading? |
Read pixels from screen into the saved texture data.
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.
If recalculateMipMaps
is set to true, the mip maps of the texture will also be updated. If recalculateMipMaps
is set to false, you must call Apply to recalculate them.
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 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; } } }
See Also: EncodeToPNG.