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. The default is 0, which means Unity calculates the length automatically. |
Encodes this native array into PNG format.
This function returns a NativeArray<byte> which is the PNG 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 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.
This method is thread safe.
// Saves screenshot as PNG file. using System.Collections; using System.IO; using Unity.Collections; using UnityEngine;
public class PNGScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenPNG(); }
IEnumerator SaveScreenPNG() { // 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 PNG format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToPNG(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.png", bytes.ToArray()); } }