在游戏开发和软件开发中,经常需要截图的功能,分带UI的截图和不带UI的截图功能。代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class ScreenShotForCamera{
public static void CaptureScreen(string _path = null)
{
if (_path == null)
_path = "Screenshot.png";
Application.CaptureScreenshot(_path, 0);
}
public static Texture2D CaptureScreen(Rect rect, bool _isCreatePhoto = false, string _path = null)
{
// 先创建一个的空纹理,大小可根据实现需要来设置
Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
// 读取屏幕像素信息并存储为纹理数据,
screenShot.ReadPixels(rect, 0, 0);
screenShot.Apply();
// 然后将这些纹理数据,成一个png图片文件
if (_isCreatePhoto)
{
if(_path == null)
_path = Application.dataPath + "/Screenshot.png";
byte[] bytes = screenShot.EncodeToPNG();
string filename = _path;
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("截屏了一张图片: {0}", filename));
}
// 最后,我返回这个Texture2d对象,这样我们直接,所这个截图图示在游戏中,当然这个根据自己的需求的。
return screenShot;
}
//
public static Texture2D CaptureCamera(ref Camera _camera, Rect _rect, int _destX, int _destY, bool _isCreatePhoto = false, string _path = null)
{
RenderTexture renderTexture = new RenderTexture((int)_rect.width, (int)_rect.height, 24, RenderTextureFormat.ARGB32);
_camera.targetTexture = renderTexture;
_camera.Render();
// 激活这个renderTexture, 并从中中读取像素
RenderTexture.active = _camera.targetTexture;
Texture2D screenShot = new Texture2D((int)_rect.width, (int)_rect.height, TextureFormat.ARGB32, false);
screenShot.ReadPixels(_rect, _destX, _destY); //从(_destX,_destY)坐标开始读取_rect大小的图片
screenShot.Apply();
//重置参数
//_camera.targetTexture = null;
RenderTexture.active = null;
//GameObject.Destroy(renderTexture);
//生成PNG图片
if (_isCreatePhoto)
{
if (_path == null)
_path = Application.dataPath + "/Screenshot.png";
byte[] bytes = screenShot.EncodeToPNG();
string filename = _path;
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("截屏了一张照片: {0}", filename));
}
return screenShot;
}
}