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Unity實現相機截圖功能

最近做專案的時候需要在遊戲裡截一張高清截圖,研究了一下寫成指令碼,方便以後使用。

指令碼可以自定義解析度,用相機截高清截圖。可以用程式碼動態截圖,也可以在編輯模式下截圖。

注意截圖寬高比要正確,寬高比不正確時可能會出問題。

截圖效果:

Unity實現相機截圖功能

Unity實現相機截圖功能

Unity實現相機截圖功能

指令碼:

CameraCapture.cs

using UnityEngine;
using System.IO;
 
/// <summary>
/// 相機截圖
/// <para>ZhangYu 2018-07-06</para>
/// </summary>
public class CameraCapture : MonoBehaviour {
 
 // 截圖尺寸
 public enum CaptureSize {
  CameraSize,ScreenResolution,FixedSize
 }
 
 // 目標攝像機
 public Camera targetCamera;
 // 截圖尺寸
 public CaptureSize captureSize = CaptureSize.CameraSize;
 // 畫素尺寸
 public Vector2 pixelSize;
 // 儲存路徑
 public string savePath = "StreamingAssets/";
 // 檔名稱
 public string fileName = "cameraCapture.png";
 
 #if UNITY_EDITOR
 private void Reset() {
  targetCamera = GetComponent<Camera>();
  pixelSize = new Vector2(Screen.currentResolution.width,Screen.currentResolution.height);
 }
 #endif
 
 /// <summary> 儲存截圖 </summary>
 /// <param name="camera">目標攝像機</param>
 public void saveCapture() {
  Vector2 size = pixelSize;
  if (captureSize == CaptureSize.CameraSize) {
   size = new Vector2(targetCamera.pixelWidth,targetCamera.pixelHeight);
  } else if (captureSize == CaptureSize.ScreenResolution) {
   size = new Vector2(Screen.currentResolution.width,Screen.currentResolution.height);
  }
  string path = Application.dataPath + "/" + savePath + fileName;
  saveTexture(path,capture(targetCamera,(int)size.x,(int)size.y));
 }
 
 /// <summary> 相機截圖 </summary>
 /// <param name="camera">目標相機</param>
 public static Texture2D capture(Camera camera) {
  return capture(camera,Screen.width,Screen.height);
 }
 
 /// <summary> 相機截圖 </summary>
 /// <param name="camera">目標相機</param>
 /// <param name="width">寬度</param>
 /// <param name="height">高度</param>
 public static Texture2D capture(Camera camera,int width,int height) {
  RenderTexture rt = new RenderTexture(width,height,0);
  rt.depth = 24;
  rt.antiAliasing = 8;
  camera.targetTexture = rt;
  camera.RenderDontRestore();
  RenderTexture.active = rt;
  Texture2D texture = new Texture2D(width,TextureFormat.ARGB32,false,true);
  Rect rect = new Rect(0,width,height);
  texture.ReadPixels(rect,0);
  texture.filterMode = FilterMode.Point;
  texture.Apply();
  camera.targetTexture = null;
  RenderTexture.active = null;
  Destroy(rt);
  return texture;
 }
 
 /// <summary> 儲存貼圖 </summary>
 /// <param name="path">儲存路徑</param>
 /// <param name="texture">Texture2D</param>
 public static void saveTexture(string path,Texture2D texture) {
  File.WriteAllBytes(path,texture.EncodeToPNG());
  #if UNITY_EDITOR
  Debug.Log("已儲存截圖到:" + path);
  #endif
 }
 
}

指令碼編輯器:

CameraCaptureEditor.cs

using UnityEditor;
using UnityEngine;
 
/// <summary>
/// 相機截圖 編輯器
/// <para>ZhangYu 2018-07-06</para>
/// </summary>
[CanEditMultipleObjects]
[CustomEditor(typeof(CameraCapture))]
public class CameraCaptureEditor : Editor {
 
 public override void OnInspectorGUI() {
  // 屬性
  CameraCapture script = (CameraCapture)target;
  int selected = (int)script.captureSize;
 
  // 重繪GUI
  EditorGUI.BeginChangeCheck();
  drawProperty("targetCamera","目標像機");
  string[] options = new string[] { "像機尺寸","螢幕尺寸","固定尺寸"};
  selected = EditorGUILayout.Popup("截圖尺寸",selected,options,GUILayout.ExpandWidth(true));
  script.captureSize = (CameraCapture.CaptureSize)selected;
  if (script.captureSize == CameraCapture.CaptureSize.FixedSize) {
   drawProperty("pixelSize","畫素尺寸");
   EditorGUILayout.HelpBox("請保持正確的寬高比!\n否則截圖區域可能出現錯誤。",MessageType.Info);
  }
  drawProperty("savePath","儲存路徑");
  drawProperty("fileName","檔名稱");
 
  // 儲存截圖按鈕
  bool isPress = GUILayout.Button("儲存截圖",GUILayout.ExpandWidth(true));
  if (isPress) script.saveCapture();
  if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties();
 }
 
 private void drawProperty(string property,string label) {
  EditorGUILayout.PropertyField(serializedObject.FindProperty(property),new GUIContent(label),true);
 }
 
}

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