Unity保存Texture2D到Png、JPG

官方API查看*

在获取到Texture之后(tex)
  // Encode texture into PNG
byte[] bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);

获取Texture(管方API内容)

// Saves screenshot as PNG file.
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using System.IO;

public class PNGUploader : MonoBehaviour
{
    // Take a shot immediately
    IEnumerator Start()
    {
        yield return UploadPNG();
    }

    IEnumerator UploadPNG()
    {
        // We should only read the screen buffer after rendering is complete
        yield return new WaitForEndOfFrame();

        // Create a texture the size of the screen, RGB24 format
        int width = Screen.width;
        int height = Screen.height;
        Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);

        // Read screen contents into the texture
        tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
        tex.Apply();

        // Encode texture into PNG
        byte[] bytes = tex.EncodeToPNG();
        Object.Destroy(tex);

        // For testing purposes, also write to a file in the project folder
        // File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);


        // Create a Web Form
        WWWForm form = new WWWForm();
        form.AddField("frameCount", Time.frameCount.ToString());
        form.AddBinaryData("fileUpload", bytes);

        // Upload to a cgi script
        var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form);
        yield return w.SendWebRequest();

        if (w.result != UnityWebRequest.Result.Success)
        {
            Debug.Log(w.error);
        }
        else
        {
            Debug.Log("Finished Uploading Screenshot");
        }
    }
}

2、打开文件夹保存

private void SaveRenderTextureToPNG(string textureName, RenderTexture renderTexture, Action<TextureImporter> importAction = null)
			{
				string path = EditorUtility.SaveFilePanel("Save to png", Application.dataPath, textureName + "_painted.png", "png");
				if(path.Length != 0)
				{
					var newTex = new Texture2D(renderTexture.width, renderTexture.height);
					RenderTexture.active = renderTexture;
					newTex.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
					newTex.Apply();

					byte[] pngData = newTex.EncodeToPNG();
					if(pngData != null)
					{
						File.WriteAllBytes(path, pngData);
						AssetDatabase.Refresh();
						var importer = AssetImporter.GetAtPath(path) as TextureImporter;
					if(importAction != null)
							importAction(importer);
					}

					Debug.Log(path);
				}
			}
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