Version: 2021.1

ImageConversion.EncodeArrayToPNG

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public static byte[] EncodeArrayToPNG (Array input, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes);

参数

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)。

描述

将数组编码为 PNG 格式。

返回的字节数组为 PNG“文件”。可以将它们写入磁盘以获取 PNG 文件, 或通过网络发送等。

The encoded PNG data will contain alpha channel for RGBA32, ARGB32 textures, and no alpha channel for RGB24 textures. For single-channel red textures ( R8, R16, RFloat and RHalf ), the encoded PNG data will be in grayscale. PNG data will not contain gamma correction or color profile information.

This method is thread safe.

Passing rowBytes of 0 will calculate the row length in bytes automatically.

// Saves screenshot as PNG file.
using System.Collections;
using System.IO;
using UnityEngine;

public class PNGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenPNG(); }

IEnumerator SaveScreenPNG() { // 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 PNG format byte[] bytes = ImageConversion.EncodeArrayToPNG(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.png", bytes); } }