source | Rectangular region of the view to read from. Pixels are read from current render target. |
destX | Horizontal pixel position in the texture to place the pixels that are read. |
destY | Vertical pixel position in the texture to place the pixels that are read. |
recalculateMipMaps | Should the texture's mipmaps be recalculated after reading? |
Read pixels from screen into the saved texture data.
This will copy a rectangular pixel area from the currently active RenderTexture or the view (specified by the source
parameter) into the position defined
by destX
and destY
. Both coordinates use pixel space - (0,0) is lower left.
If recalculateMipMaps
is set to true, the mip maps of the texture will also be updated. If recalculateMipMaps
is set to false, you must call Apply to recalculate them.
This function works on RGBA32
, ARGB32
and RGB24
texture formats, when render target is of a similar format too (e.g. usual 32 or 16 bit render texture).
Reading from a HDR render target (ARGBFloat or ARGBHalf render texture formats) into HDR texture formats (RGBAFloat or RGBAHalf) is supported too.
The texture also has to have Read/Write Enabled flag set in the import settings.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public bool grab; public Renderer display; void OnPostRender() { if (grab) { Texture2D tex = new Texture2D(128, 128); tex.ReadPixels(new Rect(0, 0, 128, 128), 0, 0); tex.Apply(); display.material.mainTexture = tex; grab = false; } } }
See Also: EncodeToPNG.