tex | The texture to convert. |
テクスチャを PNG 形式にエンコードします
This function returns a byte array which is the PNG file 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.
Texture.isReadable must be true
.
The encoded PNG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format).
For single-channel red textures ( R8
, R16
, RFloat
and RHalf
), the encoded PNG data will be in grayscale.
PNG data will not contain gamma correction or color profile information.
// Saves screenshot as PNG file. using UnityEngine; using UnityEngine.Networking; using System.Collections; using System.IO;
public class PNGUploader : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return UploadPNG(); }
IEnumerator UploadPNG() { // We should only read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();
// Create a texture the size of the screen, RGB24 format int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
// Read screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();
// Encode texture into PNG byte[] bytes = ImageConversion.EncodeToPNG(tex); Object.Destroy(tex);
// For testing purposes, also write to a file in the project folder // File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
// Create a Web Form WWWForm form = new WWWForm(); form.AddField("frameCount", Time.frameCount.ToString()); form.AddBinaryData("fileUpload", bytes);
// Upload to a cgi script var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form); yield return w.SendWebRequest();
if (w.result != UnityWebRequest.Result.Success) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } } }