Unity实现截图功能
本文实例为大家分享了Unity实现截图功能的具体代码,供大家参考,具体内容如下
一、使用Unity自带API
usingUnityEngine; usingUnityEngine.UI; publicclassScreenShotTest:MonoBehaviour { publicRawImageimg; privatevoidUpdate() { //使用ScreenCapture.CaptureScreenshot if(Input.GetKeyDown(KeyCode.A)) { ScreenCapture.CaptureScreenshot(Application.dataPath+"/Resources/Screenshot.jpg"); img.texture=Resources.Load("Screenshot"); } //使用ScreenCapture.CaptureScreenshotAsTexture if(Input.GetKeyDown(KeyCode.S)) { img.texture=ScreenCapture.CaptureScreenshotAsTexture(0); } //使用ScreenCapture.CaptureScreenshotAsTexture if(Input.GetKeyDown(KeyCode.D)) { RenderTexturerenderTexture=newRenderTexture(720,1280,0); ScreenCapture.CaptureScreenshotIntoRenderTexture(renderTexture); img.texture=renderTexture; } } }
经过测试,使用ScreenCapture.CaptureScreenshotAsTexture和ScreenCapture.CaptureScreenshotAsTexture截取的都是整个屏幕,相当于手机的截屏,无法自定义截图区域,作用不大。使用ScreenCapture.CaptureScreenshot会有延迟。
二、通过Texture2D.ReadPixels来读取屏幕区域像素
usingUnityEngine; usingSystem.Collections; usingSystem; publicclassScreenShotTest:MonoBehaviour { privatevoidUpdate() { if(Input.GetKeyDown(KeyCode.A)) { StartCoroutine(CaptureByRect()); } } privateIEnumeratorCaptureByRect() { //等待渲染线程结束 yieldreturnnewWaitForEndOfFrame(); //初始化Texture2D,大小可以根据需求更改 Texture2DmTexture=newTexture2D(Screen.width,Screen.height,TextureFormat.RGB24,false); //读取屏幕像素信息并存储为纹理数据 mTexture.ReadPixels(newRect(0,0,Screen.width,Screen.height),0,0); //应用 mTexture.Apply(); //将图片信息编码为字节信息 byte[]bytes=mTexture.EncodeToPNG(); //保存(不能保存为png格式) stringfileName=DateTime.Now.Hour+":"+DateTime.Now.Minute+":"+DateTime.Now.Second+".jpg"; System.IO.File.WriteAllBytes(Application.streamingAssetsPath+"/ScreenShot/"+fileName,bytes); UnityEditor.AssetDatabase.Refresh(); } }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持毛票票。