Version: 2020.3
言語: 日本語
public static byte[] EncodeToTGA (Texture2D tex);

パラメーター

tex The texture to encode.

説明

Encodes the specified texture in TGA format.

For this function to execute properly, you must set the read/write enabled flag of the texture to true in the texture import settings.

The TGA encoded texture is returned as a byte array. You can store the encoded texture as a file or send it over the network without further processing.

This function works only on uncompressed, non-HDR texture formats.

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); } }