renderTexture | RenderTexture that will get filled with the screen content. |
Captures a screenshot of the game view into a RenderTexture object.
This variant of screen capture make it possible to read pixels asynchronously using AsyncGPUReadback, making the process consume less time on the main thread.
For information on when to invoke this method, see the note in ScreenCapture.CaptureScreenshotAsTexture.
using UnityEngine; using System.Collections; using UnityEngine.Rendering;
public class ScreenCaptureIntoRenderTexture : MonoBehaviour { private RenderTexture renderTexture;
IEnumerator Start() { yield return new WaitForEndOfFrame();
renderTexture = new RenderTexture(Screen.width, Screen.height, 0); ScreenCapture.CaptureScreenshotIntoRenderTexture(renderTexture); AsyncGPUReadback.Request(renderTexture, 0, TextureFormat.RGBA32, ReadbackCompleted); }
void ReadbackCompleted(AsyncGPUReadbackRequest request) { // Render texture no longer needed, it has been read back. DestroyImmediate(renderTexture);
using (var imageBytes = request.GetData<byte>()) { // do something with the pixel data. } } }
To capture each display when you use multiple displays, capture each at the end of the camera rendering. The following example demonstrates how to do this:
using System.IO; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; using UnityEngine.Rendering; using System.Security.Cryptography;
public class CaptureScreen : MonoBehaviour { private Camera cameraToCapture; private RenderTexture renderTexture;
public void CaptureCamera(Camera camera) { cameraToCapture = camera; if (cameraToCapture != null) { if (cameraToCapture.targetDisplay >= Display.displays.Length) { Debug.LogWarning("Invalid targetDisplay index, make sure you have activated the targetDisplay (i.e.: Display.displays[" + cameraToCapture.targetDisplay + "].Activate())."); } else { Camera.onPostRender += OnPostRenderCallback; } } else { Debug.LogWarning("Unable to capture, cameraToCapture is null"); } }
void OnPostRenderCallback(Camera cam) { if (cameraToCapture != null && (cam == cameraToCapture)) { if (cameraToCapture.targetDisplay < Display.displays.Length) { List<DisplayInfo> displayLayout = new List<DisplayInfo>(); Screen.GetDisplayLayout(displayLayout); renderTexture = new RenderTexture( displayLayout[cameraToCapture.targetDisplay].width, displayLayout[cameraToCapture.targetDisplay].height, 0);
ScreenCapture.CaptureScreenshotIntoRenderTexture(renderTexture); AsyncGPUReadback.Request(renderTexture, 0, TextureFormat.RGBA32, ReadbackCompleted);
Debug.Log("Capturing " + cameraToCapture.targetDisplay + " " + displayLayout[cameraToCapture.targetDisplay].width + "x" + displayLayout[cameraToCapture.targetDisplay].height); }
Camera.onPostRender -= OnPostRenderCallback; } }
void ReadbackCompleted(AsyncGPUReadbackRequest request) { DestroyImmediate(renderTexture); using (var imageBytes = request.GetData<byte>()) { byte[] bytes = ImageConversion.EncodeArrayToPNG(imageBytes.ToArray(), UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_UNorm, (uint)request.width, (uint)request.height, 0); File.WriteAllBytes(Application.dataPath + "/../SavedScreen" + cameraToCapture.targetDisplay + ".png", bytes); Debug.Log("Capture done, saved to png"); } } }