Unity—截屏并存为图片

    /// <summary>
    /// 截屏
    /// </summary>
    /// <returns></returns>
    IEnumerator SaveTexture()
    {
        Texture2D screenShot = new Texture2D((int)mTexture.width, (int)mTexture.height, TextureFormat.ARGB32, false);
        RenderTexture rt = new RenderTexture((int)mTexture.width, (int)mTexture.height, (int)RenderTextureFormat.ARGB32);

        yield return new WaitForEndOfFrame();//需要等待渲染完毕再进行下一步操作,避免BUG

        mCamera.targetTexture = rt;
        mCamera.Render();

        yield return new WaitForEndOfFrame();//需要等待渲染完毕再进行下一步操作,避免BUG
        RenderTexture.active = rt;

        //Read pixels from screen into the saved texture data
        screenShot.ReadPixels(new Rect(0, 0, mTexture.width, mTexture.height), 0, 0);
        screenShot.Apply();

        mCamera.targetTexture = null;
        RenderTexture.active = null;
        GameObject.Destroy(rt);

        var directory = @"E:\test";
        var location = @"E:\test\demo_1.jpg";
        OnSaveBlurFile(screenShot, directory, location);
    }

    /// <summary>
    /// 保存修改好的文件
    /// </summary>
    /// <param name="rt2D"></param>
    /// <param name="directory"></param>文件所在目录
    /// <param name="location"></param>文件全路径
    void OnSaveBlurFile(Texture2D rt2D,string directory,string location)
    {
        byte[] bytes = rt2D.EncodeToJPG(97);

        if (!Directory.Exists(directory))
            Directory.CreateDirectory(directory);

        FileStream file = File.Open(location, FileMode.Create);
        BinaryWriter writer = new BinaryWriter(file);
        writer.Write(bytes);
        file.Close();

        Texture2D.DestroyImmediate(rt2D);
        rt2D = null;
    }

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转载自blog.csdn.net/Le_Sam/article/details/82998165