unity 模型批量截图的方法

事先把模型打包成ab包,然后加载包内的模型进行截图

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

public class jietu : MonoBehaviour
{
    // Start is called before the first frame update
    public GameObject cba;

    private Transform canvasTrans;
    void Start()
    {
        //canvasTrans = GameObject.Find("2D画布").transform;

        string nn = "";

        AssetBundle ab = AssetBundle.LoadFromFileAsync(Application.streamingAssetsPath + "/AssetBundle/sculpture.u3d.unity3d", 0).assetBundle;

        for (int i = 0; i < ab.GetAllAssetNames().Length; i++)
        {
            nn = ab.GetAllAssetNames()[i];
            cba = Instantiate(ab.LoadAsset<GameObject>(nn));
            ClickBuild();
            
        }
    }




    // Update is called once per frame
    void Update()
    {
        
    }

    public void ClickBuild()
    {
        string fileNameWithoutEnd = cba.name;
        Texture2D texture2D = RuntimePreviewGenerator.GenerateModelPreview(cba.transform, 512, 512, false);
        Texture2D texture = duplicateTexture(texture2D);
        SaveTextureToFileABC(texture, fileNameWithoutEnd);

    }


    Texture2D duplicateTexture(Texture2D source)
    {
        RenderTexture renderTex = RenderTexture.GetTemporary(
                    source.width,
                    source.height,
                    0,
                    RenderTextureFormat.Default,
                    RenderTextureReadWrite.Linear);

        Graphics.Blit(source, renderTex);
        RenderTexture previous = RenderTexture.active;
        RenderTexture.active = renderTex;
        Texture2D readableText = new Texture2D(source.width, source.height);
        readableText.ReadPixels(new Rect(0, 0, renderTex.width, renderTex.height), 0, 0);
        readableText.Apply();
        RenderTexture.active = previous;
        RenderTexture.ReleaseTemporary(renderTex);
        return readableText;
    }
    void SaveTextureToFileABC(Texture2D texture2D, string nameStr)
    {
        var bytes = texture2D.EncodeToPNG();
        var file = File.Open(Application.streamingAssetsPath + "/2/sptImages/" + nameStr + ".png", FileMode.Create);
        var binary = new BinaryWriter(file);
        binary.Write(bytes);
        file.Close();
    }
}

 

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