unity 截屏功能

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 参考https://blog.csdn.net/qq_33716394/article/details/79083037

https://blog.csdn.net/u010698150/article/details/53842082/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PrintScreen : MonoBehaviour
{
    [SerializeField]
    Image showImage;
    public void PrintScreenAndShow()
    {
        float width = int.Parse((640f * Screen.width/Screen.height).ToString().Split('.')[0]);//去除小数部分
        Texture2D tex = CaptureCamera(new Rect(0,0,width,640f));
        showImage.sprite = Sprite.Create(tex, new Rect(0, 0, width, 640f), Vector2.zero);
        showImage.GetComponent<RectTransform>().sizeDelta = showImage.sprite.rect.size;
    }
    
    /// <summary>  
    /// 对相机截图。   
    /// </summary>  
    /// <returns>The screenshot2.</returns>  
    /// <param name="camera">Camera.要被截屏的相机</param>  
    /// <param name="rect">Rect.截屏的区域</param>  
    Texture2D CaptureCamera(Camera camera, Rect rect)   
    {  
        // 创建一个RenderTexture对象  
        RenderTexture rt = new RenderTexture((int)rect.width, (int)rect.height, 0);  
        // 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机  
        camera.targetTexture = rt;  
        camera.Render();  
            //ps: --- 如果这样加上第二个相机,可以实现只截图某几个指定的相机一起看到的图像。  
            //ps: camera2.targetTexture = rt;  
            //ps: camera2.Render();  
            //ps: -------------------------------------------------------------------  
    
        // 激活这个rt, 并从中中读取像素。  
        RenderTexture.active = rt;  
        Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24,false);  
        screenShot.ReadPixels(rect, 0, 0);// 注:这个时候,它是从RenderTexture.active中读取像素  
        screenShot.Apply();  
    
        // 重置相关参数,以使用camera继续在屏幕上显示  
        camera.targetTexture = null;  
            //ps: camera2.targetTexture = null;  
        RenderTexture.active = null; // JC: added to avoid errors  
        GameObject.Destroy(rt);  
        // 最后将这些纹理数据,成一个png图片文件  
        byte[] bytes = screenShot.EncodeToPNG();  
        string filename = Application.dataPath + "/Screenshot/Screenshot.png";  
        System.IO.File.WriteAllBytes(filename, bytes);  
        Debug.Log(string.Format("截屏了一张照片: {0}", filename));  
        
        return screenShot;  
    }  

    /// <summary>  
    /// 对主相机截图。   
    /// </summary>  
    /// <returns>The screenshot2.</returns>  
    /// <param name="rect">Rect.截屏的区域</param>  
    Texture2D CaptureCamera(Rect rect)   
    {  
        Camera camera = Camera.main;
        // 创建一个RenderTexture对象  
        RenderTexture rt = new RenderTexture((int)rect.width, (int)rect.height, 0);  
        // 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机  
        camera.targetTexture = rt;  
        camera.Render();  
            //ps: --- 如果这样加上第二个相机,可以实现只截图某几个指定的相机一起看到的图像。  
            //ps: camera2.targetTexture = rt;  
            //ps: camera2.Render();  
            //ps: -------------------------------------------------------------------  
    
        // 激活这个rt, 并从中中读取像素。  
        RenderTexture.active = rt;  
        Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24,false);  
        screenShot.ReadPixels(rect, 0, 0);// 注:这个时候,它是从RenderTexture.active中读取像素  
        screenShot.Apply();  
    
        // 重置相关参数,以使用camera继续在屏幕上显示  
        camera.targetTexture = null;  
            //ps: camera2.targetTexture = null;  
        RenderTexture.active = null; // JC: added to avoid errors  
        GameObject.Destroy(rt);  
        // 最后将这些纹理数据,成一个png图片文件  
        byte[] bytes = screenShot.EncodeToPNG();  
        string filename = Application.dataPath + "/Screenshot/Screenshot.png";  
        System.IO.File.WriteAllBytes(filename, bytes);  
        Debug.Log(string.Format("截屏了一张照片: {0}", filename));  
        
        return screenShot;  
    }
}

 

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