Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.
You can use it to read the display into a texture, encode it as an image file (see Texture2D.ReadPixels and Texture2D.EncodeToPNG) and send it somewhere.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { IEnumerator Example() { yield return new WaitForEndOfFrame(); } }
Another example:
using System.IO; using UnityEngine; using UnityEngine.Networking; using System.Collections;
public class ExampleClass : MonoBehaviour { // Take a shot immediately IEnumerator Start() { UploadPNG(); yield return null; }
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(); 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) print(w.error); else print("Finished Uploading Screenshot"); yield return null; } }
using UnityEngine; using System.Collections;
public class ExampleScript : MonoBehaviour { // A script that shows destination alpha channel in the game view.
Material mat;
void CreateMaterial() { // Unity has a built-in shader that is useful for drawing // simple colored things. In this case, we just want to use // a blend mode that inverts destination colors. var shader = Shader.Find("Hidden/Internal-Colored"); mat = new Material(shader); mat.hideFlags = HideFlags.HideAndDontSave; // Set blend mode to show destination alpha channel. mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); // Turn off backface culling, depth writes, depth test. mat.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_ZWrite", 0); mat.SetInt("_ZTest", (int)UnityEngine.Rendering.CompareFunction.Always); }
public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); GL.Vertex3(1, 0, 0); GL.Vertex3(1, 1, 0); GL.Vertex3(0, 1, 0); GL.End(); GL.PopMatrix(); } yield return null; } }