array | 要转换的字节数组。 |
format | 图像数据的像素格式。 |
width | 以像素为单位的图像数据宽度。 |
height | 以像素为单位的图像数据高度。 |
rowBytes | 以字节为单位的单行长度。默认值为 0,这意味着 Unity 会自动计算长度。 |
以 TGA 格式对此数组进行编码。
该函数将返回一个字节数组,该字节数组是 TGA 文件数据。您可以将编码数据存储为文件或在不进一步处理的情况下通过网络发送数据。
此函数无法在任何压缩格式上运行。编码后的 TGA 数据将是未压缩的 8 位灰度、RGB 或 RGBA(取决于传入的格式)。对于单通道红色纹理(R8
、R16
、RFloat
和 RHalf
),编码后的 TGA 数据将为 8 位灰度。
此方法是线程安全的。
// Saves screenshot as TGA file. using System.Collections; using System.IO; using UnityEngine;
public class TGAScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenTGA(); }
IEnumerator SaveScreenTGA() { // 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 TGA format byte[] bytes = ImageConversion.EncodeArrayToTGA(tex.GetRawTextureData(), 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.tga", bytes); } }
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