Unity保存Texture2D到Png、JPG
在获取到Texture之后(tex)
// Encode texture into PNG
byte[] bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath "/../SavedScreen.png", bytes);
获取Texture(管方API内容)
// Saves screenshot as PNG file.
using UnityEngine;
using UnityEngine.Networking;
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
var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form);
yield return w.SendWebRequest();
if (w.result != UnityWebRequest.Result.Success)
{
Debug.Log(w.error);
}
else
{
Debug.Log("Finished Uploading Screenshot");
}
}
}
2、打开文件夹保存
private void SaveRenderTextureToPNG(string textureName, RenderTexture renderTexture, Action<TextureImporter> importAction = null)
{
string path = EditorUtility.SaveFilePanel("Save to png", Application.dataPath, textureName "_painted.png", "png");
if(path.Length != 0)
{
var newTex = new Texture2D(renderTexture.width, renderTexture.height);
RenderTexture.active = renderTexture;
newTex.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
newTex.Apply();
byte[] pngData = newTex.EncodeToPNG();
if(pngData != null)
{
File.WriteAllBytes(path, pngData);
AssetDatabase.Refresh();
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
if(importAction != null)
importAction(importer);
}
Debug.Log(path);
}
}
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