public static byte[] EncodeToPNG (Texture2D tex);

Parameters

tex要转换的纹理。

Description

将该纹理编码为 PNG 格式。

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。

This function works only on uncompressed, non-HDR texture formats. You must enable the texture's Read/Write Enabled flag in the Texture Import Settings.

对于 ARGB32ARGB32 纹理, 编码的 PNG 数据将包含 Alpha 通道;对于 RGB24 纹理,则不包含 Alpha 通道。 PNG 数据不包含伽马校正或颜色配置文件信息。

// Saves screenshot as PNG file.
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using System.IO;

public class PNGUploader : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return UploadPNG(); }

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(); Object.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) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } } }