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;
}
}