等待,直到该帧结束,在渲染所有摄像机和 GUI 之后,在屏幕上显示该帧之前。
您可以用它将显示内容读取到纹理中,将其编码为图像文件(请参阅 Texture2D.ReadPixels 和 Texture2D.EncodeToPNG)并发送到某处。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
IEnumerator Example() {
yield return new WaitForEndOfFrame();
}
}
另一个示例:
using System.IO;
using UnityEngine;
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
WWW w = new WWW("http://localhost/cgi-bin/env.cgi?post", form);
yield return w;
if (w.error != null)
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;
}
}