Unity實現截圖功能
阿新 • • 發佈:2020-04-17
本文例項為大家分享了Unity實現截圖功能的具體程式碼,供大家參考,具體內容如下
一、使用Unity自帶API
using UnityEngine; using UnityEngine.UI; public class ScreenShotTest : MonoBehaviour { public RawImage img; private void Update() { //使用ScreenCapture.CaptureScreenshot if (Input.GetKeyDown(KeyCode.A)) { ScreenCapture.CaptureScreenshot(Application.dataPath + "/Resources/Screenshot.jpg"); img.texture = Resources.Load<Texture>("Screenshot"); } //使用ScreenCapture.CaptureScreenshotAsTexture if (Input.GetKeyDown(KeyCode.S)) { img.texture = ScreenCapture.CaptureScreenshotAsTexture(0); } //使用ScreenCapture.CaptureScreenshotAsTexture if (Input.GetKeyDown(KeyCode.D)) { RenderTexture renderTexture = new RenderTexture(720,1280,0); ScreenCapture.CaptureScreenshotIntoRenderTexture(renderTexture); img.texture = renderTexture; } } }
經過測試,使用ScreenCapture.CaptureScreenshotAsTexture和ScreenCapture.CaptureScreenshotAsTexture擷取的都是整個螢幕,相當於手機的截圖,無法自定義截圖區域,作用不大。使用ScreenCapture.CaptureScreenshot會有延遲。
二、通過Texture2D.ReadPixels來讀取螢幕區域畫素
using UnityEngine; using System.Collections; using System; public class ScreenShotTest : MonoBehaviour { private void Update() { if (Input.GetKeyDown(KeyCode.A)) { StartCoroutine(CaptureByRect()); } } private IEnumerator CaptureByRect() { //等待渲染執行緒結束 yield return new WaitForEndOfFrame(); //初始化Texture2D,大小可以根據需求更改 Texture2D mTexture = new Texture2D(Screen.width,Screen.height,TextureFormat.RGB24,false); //讀取螢幕畫素資訊並存儲為紋理資料 mTexture.ReadPixels(new Rect(0,Screen.width,Screen.height),0); //應用 mTexture.Apply(); //將圖片資訊編碼為位元組資訊 byte[] bytes = mTexture.EncodeToPNG(); //儲存(不能儲存為png格式) string fileName = DateTime.Now.Hour + ":" + DateTime.Now.Minute + ":" + DateTime.Now.Second + ".jpg"; System.IO.File.WriteAllBytes(Application.streamingAssetsPath + "/ScreenShot/" + fileName,bytes); UnityEditor.AssetDatabase.Refresh(); } }
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。