input | The native array to convert. |
format | The pixel format of the image data. |
width | The width of the image data in pixels. |
height | The height of the image data in pixels. |
rowBytes | The length of a single row in bytes. |
flags | Flags used to control compression and the output format. |
Encodes this native array into the EXR format.
This function returns a NativeArray<byte> which is the EXR data. Write this data to disk to get the data in the EXR file format.
It is best to use this function for HDR texture formats (either 16-bit or 32-bit floats). The default output format is 16-bit float EXR.
The encoded EXR data will always contain an alpha channel.
This method is thread safe.
Passing rowBytes of 0 will calculate the row length in bytes automatically.
// Saves screenshot as EXR file. using System.Collections; using System.IO; using Unity.Collections; using UnityEngine;
public class EXRScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenEXR(); }
IEnumerator SaveScreenEXR() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();
// Create a texture in RGBAFloat format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);
// Read the screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();
// Encode the bytes in EXR format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToEXR(imageBytes, 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.exr", bytes.ToArray()); } }