#unity/日常积累

ImageConversion.EncodeToPNG

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 RGBA32ARGB32 textures, and no alpha channel for RGB24 textures. For single-channel red textures ( R8R16RFloat 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");
        }
    }
}