79 lines
2.5 KiB
Markdown
79 lines
2.5 KiB
Markdown
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#unity/日常积累
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# [ImageConversion](https://docs.unity.cn/cn/current/ScriptReference/ImageConversion.html).EncodeToPNG
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public static byte[] EncodeToPNG ([Texture2D](https://docs.unity.cn/cn/current/ScriptReference/Texture2D.html) tex);
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## 参数
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tex
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要转换的纹理。
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## 描述
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将该纹理编码为 PNG 格式。
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返回的字节数组为 PNG“文件”。您可以将它们写入磁盘以获取 PNG 文件, 或通过网络发送等。
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This function works only on uncompressed, non-HDR texture formats. [Texture.isReadable](https://docs.unity.cn/cn/current/ScriptReference/Texture-isReadable.html) must be `true`.
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The encoded PNG data will contain alpha channel for `RGBA32`, `ARGB32` textures, and no alpha channel for `RGB24` textures. 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.
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``` cs
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// Saves screenshot as PNG file.
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using UnityEngine;
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using UnityEngine.Networking;
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using System.Collections;
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using System.IO;
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public class PNGUploader : MonoBehaviour
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{
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// Take a shot immediately
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IEnumerator Start()
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{
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yield return UploadPNG();
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}
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IEnumerator UploadPNG()
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{
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// We should only read the screen buffer after rendering is complete
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yield return new WaitForEndOfFrame();
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// Create a texture the size of the screen, RGB24 format
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int width = Screen.width;
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int height = Screen.height;
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Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
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// Read screen contents into the texture
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tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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tex.Apply();
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// Encode texture into PNG
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byte[] bytes = tex.EncodeToPNG();
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Object.Destroy(tex);
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// For testing purposes, also write to a file in the project folder
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// File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
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// Create a Web Form
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WWWForm form = new WWWForm();
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form.AddField("frameCount", Time.frameCount.ToString());
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form.AddBinaryData("fileUpload", bytes);
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// Upload to a cgi script
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var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form);
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yield return w.SendWebRequest();
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if (w.result != UnityWebRequest.Result.Success)
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{
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Debug.Log(w.error);
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}
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else
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{
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Debug.Log("Finished Uploading Screenshot");
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}
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}
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}
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```
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