tex | The texture to convert. |
Encodes this texture into PNG format.
The returned byte array is the PNG "file". You can write them to disk to get the PNG file,
send them over the network, etc.
This function works only on uncompressed, non-HDR texture formats.
The texture also has to have Is Readable flag set in the import settings.
The encoded PNG data will
contain alpha channel for RGBA32
, ARGB32
textures, and no alpha channel for RGB24
textures.
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 = tex.EncodeToPNG(); 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.isNetworkError || w.isHttpError) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } } }
See Also: ReadPixels, WaitForEndOfFrame, LoadImage, EncodeToJPG.