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. |
quality | 1..100(デフォルト75)でエンコードする JPG の画質 |
Encodes this native array into JPG format.
This function returns a NativeArray<byte> which is the JPG data. You can store the encoded data as a file or send it over the network without further processing.
This function does not work on any compressed format.
The encoded JPG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format).
This method is thread safe.
Passing rowBytes of 0 will calculate the row length in bytes automatically.
// Saves screenshot as JPG file. using System.Collections; using System.IO; using Unity.Collections; using UnityEngine;
public class JPGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenJPG(); }
IEnumerator SaveScreenJPG() { // 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 JPG format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToJPG(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.jpg", bytes.ToArray()); } }