input | The native array to convert. |
format | The pixel format of the image data. |
width | The width of the image data in pixels. |
height | The height of the image data in pixels. |
rowBytes | The length of a single row in bytes. The default is 0, which means Unity calculates the length automatically. |
quality | JPG quality to encode with. The range is 1 through 100. 1 is the lowest quality. The default is 75. |
Encodes this native array into JPG format.
This function returns a NativeArray<byte> which is the JPG data. Write this data to disk to get the data in the JPG file format.
The encoded JPG data will have no alpha channel, and for single-channel red textures ( R8
, R16
, RFloat
and RHalf
) the encoded JPG data will be in 8-bit grayscale.
This method is thread safe.
// Saves screenshot as JPG file. using System.Collections; using System.IO; using Unity.Collections; using UnityEngine;
public class JPGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenJPG(); }
IEnumerator SaveScreenJPG() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();
// Create a texture in RGB24 format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
// Read the screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();
// Encode the bytes in JPG format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToJPG(imageBytes, tex.graphicsFormat, (uint)width, (uint)height); Object.Destroy(tex);
// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.jpg", bytes.ToArray()); } }