unity截屏截图录屏
截取屏幕图像
- 重点推荐用 ScreenCapture.CaptureScreenshotIntoRenderTexture 截取图像,缩放后取回
public class TestScreenShot : MonoBehaviour { public Button RecordBtn; public RawImage ScreenImage; RenderTexture m_renderTexture; RenderTexture m_targetTexture; Texture2D m_captureTexture; // Start is called before the first frame update void Start() { RecordBtn.onClick.AddListener(OnRecordClick); } private void OnRecordClick() { StartCoroutine(RecordCoroutine2()); } // 截屏方式1: 使用 Texture2D.ReadPixels // 缺点是不能在GPU上缩放后再取回数据,只能取回数据后再缩放,分辨率大的情况下会卡 IEnumerator RecordCoroutine() { // 必须等渲染完成,否则会报 // ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame yield return new WaitForEndOfFrame(); Texture2D texture = GetCaptureTexture(Screen.width, Screen.height); // ReadPixels 从 GPU 取回图像数据,比较耗时 // 不会进行任何缩放,截取屏幕矩形区域,然后把该矩形直接帖到纹理上,超出范围的被裁剪 // destX 和 destY 是像素坐标 texture.ReadPixels(new Rect(0, 0, Screen.width / 2, Screen.height / 2), 0, 0, false); // Apply 把图像数据上传 GPU,比较耗时,如果是保存到图片,则不需要调用,如果是给 RawImage 显示,则需要调用 texture.Apply(); SaveTexture(texture); } // 截屏方式2(最高效): 使用 ScreenCapture.CaptureScreenshotIntoRenderTexture // 截取的是GPU图像,还未取回CPU,所以非常高效,配合 Graphics.Blit 进行缩放再取回数据,分辨率再大也不卡 IEnumerator RecordCoroutine2() { // 必须等渲染完成,否则会报 // ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame yield return new WaitForEndOfFrame(); RenderTexture screen = GetRenderTexture(Screen.width, Screen.height); // 截取屏幕图像存在 GPU中,速度快,但要注意图像是上下颠倒的 // 在 Editor 模式下,横屏场景中的相机录出来变形,原因可能是 Editor 模式下 Screen.orientation 永远是 Portrait ScreenCapture.CaptureScreenshotIntoRenderTexture(screen); RenderTexture target = GetTargetTexture(Screen.width/2, Screen.height/2); // 直接在 GPU 中缩放,速度快 // Blit 操作是进行纹理映射,target 上的纹理坐标uv的颜色 color=texture(sourceTexture,uv*scale+offset) // 由于截屏是上下颠倒的,通过设置 scale=(1,-1) offset=(0,1) 可以实现上下颠倒,摆正图像 // Blit 会设置 RenderTexture.active,所以调用完要设置 active=null,否则target可能会被其它代码写入其它东西 Graphics.Blit(screen, target, new Vector2(1f, -1f), new Vector2(0f,1f)); RenderTexture.active = null; SaveTexture(target); } // 截屏方式3(最简单): 使用 ScreenCapture.CaptureScreenshot IEnumerator RecordCoroutine3() { // 必须等渲染完成,否则会报 // ReadPixels was called to read pixels from system frame buffer, while not inside drawing frame yield return new WaitForEndOfFrame(); ScreenCapture.CaptureScreenshot