tex | 要编码的纹理。 |
以 TGA 格式对指定的纹理进行编码。
为了让此函数正确执行,必须在 texture import settings 中将纹理的 read/write enabled 标志设置为 true。
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。
该函数仅适用于未压缩的非 HDR 纹理格式。
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.
// Saves screenshot as TGA file. using UnityEngine; using System.Collections; using System.IO;
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 texture in TGA format byte[] bytes = tex.EncodeToTGA(); Object.Destroy(tex);
// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.tga", bytes); } }