Unity实现截图功能
本文实例为大家分享了Unity实现截图功能的具体代码,供大家参考,具体内容如下
一、使用Unity自带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;
}
}
}
经过测试,使用ScreenCapture.CaptureScreenshotAsTexture和ScreenCapture.CaptureScreenshotAsTexture截取的都是整个屏幕,相当于手机的截屏,无法自定义截图区域,作用不大。使用ScreenCapture.CaptureScreenshot会有延迟。
二、通过Texture2D.ReadPixels来读取屏幕区域像素
using UnityEngine;
using System.Collections;
using System;
public class ScreenShotTest : MonoBehaviour
{
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
StartCoroutine(CaptureByRect());
}
}
private IEnumerator CaptureByRect()
{
//等待渲染线程结束
yield return new WaitForEndOfFrame();
//初始化Texture2D, 大小可以根据需求更改
Texture2D mTexture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
//读取屏幕像素信息并存储为纹理数据
mTexture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
//应用
mTexture.Apply();
//将图片信息编码为字节信息
byte[] bytes = mTexture.EncodeToPNG();
//保存(不能保存为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();
}
}
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