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)。 |
将数组编码为 TGA 格式。
TGA 编码的纹理作为字节数组返回。您可以将编码的纹理存储为文件,也可以通过网络发送,无需进一步处理。
The encoded TGA data is not compressed and contains an 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 TGA 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 TGA file. using System.Collections; using System.IO; using UnityEngine;
public class TGAScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenTGA(); }
IEnumerator SaveScreenTGA() { // 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 TGA format byte[] bytes = ImageConversion.EncodeArrayToTGA(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.tga", bytes); } }