本文实例为大家分享了Unity实现截图功能的具体代码,供大家参考,具体内容如下
一、使用Unity自带API
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using UnityEngine; using UnityEngine.UI; public class ScreenShotTest : MonoBehaviour { public RawImage img; private void Update() { //使用ScreenCapture.CaptureScreenshot if (Input.GetKeyDown(KeyCode.A)) { ScreenCapture.CaptureScreenshot(Application.dataPath + "/Resources/Screenshot.jpg" ); img.texture = Resources.Load<Texture>( "Screenshot" ); } //使用ScreenCapture.CaptureScreenshotAsTexture if (Input.GetKeyDown(KeyCode.S)) { img.texture = ScreenCapture.CaptureScreenshotAsTexture(0); } //使用ScreenCapture.CaptureScreenshotAsTexture if (Input.GetKeyDown(KeyCode.D)) { RenderTexture renderTexture = new RenderTexture(720, 1280, 0); ScreenCapture.CaptureScreenshotIntoRenderTexture(renderTexture); img.texture = renderTexture; } } } |
经过测试,使用ScreenCapture.CaptureScreenshotAsTexture和ScreenCapture.CaptureScreenshotAsTexture截取的都是整个屏幕,相当于手机的截屏,无法自定义截图区域,作用不大。使用ScreenCapture.CaptureScreenshot会有延迟。
二、通过Texture2D.ReadPixels来读取屏幕区域像素
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using UnityEngine; using System.Collections; using System; public class ScreenShotTest : MonoBehaviour { private void Update() { if (Input.GetKeyDown(KeyCode.A)) { StartCoroutine(CaptureByRect()); } } private IEnumerator CaptureByRect() { //等待渲染线程结束 yield return new WaitForEndOfFrame(); //初始化Texture2D, 大小可以根据需求更改 Texture2D mTexture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false ); //读取屏幕像素信息并存储为纹理数据 mTexture.ReadPixels( new Rect(0, 0, Screen.width, Screen.height), 0, 0); //应用 mTexture.Apply(); //将图片信息编码为字节信息 byte [] bytes = mTexture.EncodeToPNG(); //保存(不能保存为png格式) string fileName = DateTime.Now.Hour + ":" + DateTime.Now.Minute + ":" + DateTime.Now.Second + ".jpg" ; System.IO.File.WriteAllBytes(Application.streamingAssetsPath + "/ScreenShot/" + fileName, bytes); UnityEditor.AssetDatabase.Refresh(); } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/LLLLL__/article/details/105263990