#unity/日常积累
public static byte[] EncodeToPNG (Texture2D tex);
参数
tex
要转换的纹理。
描述
将该纹理编码为 PNG 格式。
返回的字节数组为 PNG“文件”。您可以将它们写入磁盘以获取 PNG 文件, 或通过网络发送等。
This function works only on uncompressed, non-HDR texture formats. Texture.isReadable must be true
.
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.
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// 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");
}
}
}
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