using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestScene : MonoBehaviour
{
private void Start()
{
StartCoroutine(CaptureS());
}
/// <summary>
/// 指定相机
/// </summary>
/// <param name="came"></param>
/// <param name="r"></param>
/// <returns></returns>
public Texture2D CaptureScreen(Camera came, Rect r)
{
RenderTexture rt = new RenderTexture((int)r.width, (int)r.height, 0);
came.targetTexture = rt;
came.Render();
RenderTexture.active = rt;
Texture2D screenShot = new Texture2D((int)r.width, (int)r.height, TextureFormat.RGB24, false);
screenShot.ReadPixels(r, 0, 0);
screenShot.Apply();
came.targetTexture = null;
RenderTexture.active = null;
GameObject.Destroy(rt);
byte[] bytes = screenShot.EncodeToPNG();
string filename = Application.streamingAssetsPath + "/ScreenShot.png";
System.IO.File.WriteAllBytes(filename, bytes);
return screenShot;
}
/// <summary>
/// 可以截UI
/// </summary>
/// <param name="rect"></param>
/// <returns></returns>
public Texture2D CaptureScreen(Rect rect)
{
Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
screenShot.ReadPixels(rect, 0, 0);
screenShot.Apply();
byte[] bytes = screenShot.EncodeToPNG();
string filename = Application.streamingAssetsPath + "/ScreenShot.png";
System.IO.File.WriteAllBytes(filename, bytes);
return screenShot;
}
IEnumerator CaptureS()
{
yield return new WaitForEndOfFrame();
Rect rect = new Rect(0, 0, 800, 600);
CaptureScreen(rect);
}
/// <summary>
/// 截取屏幕全屏
/// </summary>
public void CapruerScreen()
{
// Application.CaptureScreenshot(Application.persistentDataPath + "ScreenShot.png", 0);//过时的方法
ScreenCapture.CaptureScreenshot(Application.streamingAssetsPath + "/ScreenShot.png", 0);
}
}