input | 要转换的字节数组。 |
format | 图像数据的像素格式。 |
width | 图像数据的宽度(以像素为单位)。 |
height | 图像数据的高度(以像素为单位)。 |
rowBytes | 单行的长度(以字节为单位)。 |
quality | 要编码的 JPG 品质(范围为 1..100,默认为 75)。 |
将数组编码为 JPG 格式。
返回的字节数组为 JPG“文件”。可以将它们写入磁盘以获取 JPG 文件,
或通过网络发送等。
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.
Passing rowBytes of 0 will calculate the row length in bytes automatically.
// Saves screenshot as JPG file. using System.Collections; using System.IO; 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 byte[] bytes = ImageConversion.EncodeArrayToJPG(tex.GetRawTextureData(), 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); } }