前言
遇到一个需求是使用Unity截取当前屏幕。
代码转自:astrumL/ScreenShot
代码
第一种方式
普通截图,没什么可说的,UI和物体都可以保存
/// <summary>
/// UnityEngine自带截屏Api,只能截全屏
/// </summary>
/// <param name="fileName">文件名</param>
public void ScreenShotFile(string fileName)
{
UnityEngine.ScreenCapture.CaptureScreenshot(fileName);//截图并保存截图文件
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
}
第二种方式
协程截图,会把纹理转成Texture2D造成卡顿,UI和物体都可以保存
/// <summary>
/// UnityEngine自带截屏Api,只能截全屏
/// </summary>
/// <param name="fileName">文件名</param>
/// <param name="callBack">截图完成回调</param>
/// <returns>协程</returns>
public IEnumerator ScreenShotTex(string fileName, CallBack callBack = null)
{
yield return new WaitForEndOfFrame();//等到帧结束,不然会报错
Texture2D tex = UnityEngine.ScreenCapture.CaptureScreenshotAsTexture();//截图返回Texture2D对象
byte[] bytes = tex.EncodeToPNG();//将纹理数据,转化成一个png图片
System.IO.File.WriteAllBytes(fileName, bytes);//写入数据
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
callBack?.Invoke();
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
}
第三种方式
根据像素截图,可以指定截图区域,协程方式,UI和物体都可以保存
/// <summary>
/// 截取游戏屏幕内的像素
/// </summary>
/// <param name="rect">截取区域:屏幕左下角为0点</param>
/// <param name="fileName">文件名</param>
/// <param name="callBack">截图完成回调</param>
/// <returns></returns>
public IEnumerator ScreenCapture(Rect rect, string fileName, CallBack callBack = null)
{
yield return new WaitForEndOfFrame();//等到帧结束,不然会报错
Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
tex.Apply();//保存像素信息
byte[] bytes = tex.EncodeToPNG();//将纹理数据,转化成一个png图片
System.IO.File.WriteAllBytes(fileName, bytes);//写入数据
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
callBack?.Invoke();
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
}
第四种方法
根据相机截图,可选相机,可选截图范围,读取像素,非协程可能会卡顿,UI和物体都可以保存
/// <summary>
/// 对相机拍摄区域进行截图,如果需要多个相机,可类比添加,可截取多个相机的叠加画面
/// </summary>
/// <param name="camera">待截图的相机</param>
/// <param name="width">截取的图片宽度</param>
/// <param name="height">截取的图片高度</param>
/// <param name="fileName">文件名</param>
/// <returns>返回Texture2D对象</returns>
public Texture2D CameraCapture(Camera camera, Rect rect, string fileName)
{
RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, -1);//创建一个RenderTexture对象
camera.gameObject.SetActive(true);//启用截图相机
camera.targetTexture = render;//设置截图相机的targetTexture为render
camera.Render();//手动开启截图相机的渲染
RenderTexture.active = render;//激活RenderTexture
Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
tex.ReadPixels(rect, 0, 0);//读取像素
tex.Apply();//保存像素信息
camera.targetTexture = null;//重置截图相机的targetTexture
RenderTexture.active = null;//关闭RenderTexture的激活状态
Object.Destroy(render);//删除RenderTexture对象
byte[] bytes = tex.EncodeToPNG();//将纹理数据,转化成一个png图片
System.IO.File.WriteAllBytes(fileName, bytes);//写入数据
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
return tex;//返回Texture2D对象,方便游戏内展示和使用
}
工具代码
using UnityEngine;
using System.Collections;
public delegate void CallBack();//利用委托回调可以先关闭UI,截取到没有UI的画面
/// <summary>
/// 截图工具类
/// </summary>
public class ScreenTool
{
private static ScreenTool _instance;
public static ScreenTool Instance
{
get
{
if (_instance == null)
_instance = new ScreenTool();
return _instance;
}
}
/// <summary>
/// UnityEngine自带截屏Api,只能截全屏
/// </summary>
/// <param name="fileName">文件名</param>
public void ScreenShotFile(string fileName)
{
UnityEngine.ScreenCapture.CaptureScreenshot(fileName);//截图并保存截图文件
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
}
/// <summary>
/// UnityEngine自带截屏Api,只能截全屏
/// </summary>
/// <param name="fileName">文件名</param>
/// <param name="callBack">截图完成回调</param>
/// <returns>协程</returns>
public IEnumerator ScreenShotTex(string fileName, CallBack callBack = null)
{
yield return new WaitForEndOfFrame();//等到帧结束,不然会报错
Texture2D tex = UnityEngine.ScreenCapture.CaptureScreenshotAsTexture();//截图返回Texture2D对象
byte[] bytes = tex.EncodeToPNG();//将纹理数据,转化成一个png图片
System.IO.File.WriteAllBytes(fileName, bytes);//写入数据
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
callBack?.Invoke();
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
}
/// <summary>
/// 截取游戏屏幕内的像素
/// </summary>
/// <param name="rect">截取区域:屏幕左下角为0点</param>
/// <param name="fileName">文件名</param>
/// <param name="callBack">截图完成回调</param>
/// <returns></returns>
public IEnumerator ScreenCapture(Rect rect, string fileName, CallBack callBack = null)
{
yield return new WaitForEndOfFrame();//等到帧结束,不然会报错
Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
tex.Apply();//保存像素信息
byte[] bytes = tex.EncodeToPNG();//将纹理数据,转化成一个png图片
System.IO.File.WriteAllBytes(fileName, bytes);//写入数据
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
callBack?.Invoke();
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
}
/// <summary>
/// 对相机拍摄区域进行截图,如果需要多个相机,可类比添加,可截取多个相机的叠加画面
/// </summary>
/// <param name="camera">待截图的相机</param>
/// <param name="width">截取的图片宽度</param>
/// <param name="height">截取的图片高度</param>
/// <param name="fileName">文件名</param>
/// <returns>返回Texture2D对象</returns>
public Texture2D CameraCapture(Camera camera, Rect rect, string fileName)
{
RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, -1);//创建一个RenderTexture对象
camera.gameObject.SetActive(true);//启用截图相机
camera.targetTexture = render;//设置截图相机的targetTexture为render
camera.Render();//手动开启截图相机的渲染
RenderTexture.active = render;//激活RenderTexture
Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
tex.ReadPixels(rect, 0, 0);//读取像素
tex.Apply();//保存像素信息
camera.targetTexture = null;//重置截图相机的targetTexture
RenderTexture.active = null;//关闭RenderTexture的激活状态
Object.Destroy(render);//删除RenderTexture对象
byte[] bytes = tex.EncodeToPNG();//将纹理数据,转化成一个png图片
System.IO.File.WriteAllBytes(fileName, bytes);//写入数据
Debug.Log(string.Format("截取了一张图片: {0}", fileName));
#if UNITY_EDITOR
UnityEditor.AssetDatabase.Refresh();//刷新Unity的资产目录
#endif
return tex;//返回Texture2D对象,方便游戏内展示和使用
}
}