Unity c#,截图并保存为jpg文件

本文关键字:保存 jpg 文件 Unity | 更新日期: 2023-09-27 18:25:53

我正在尝试拍摄一个屏幕截图并将其保存到jpg格式的文件中。我正以这个例子为例。

http://docs.unity3d.com/ScriptReference/Texture2D.EncodeToPNG.html

这就是我目前所拥有的:

    string jpgFile = Application.persistentDataPath + "/scrn-1.jpg";
    Texture2D tex = new Texture2D (Screen.width, Screen.height);
    tex.ReadPixels (new Rect(0, 0, Screen.width, Screen.height), 0, 0);
    tex.Apply ();
    var bytes = tex.EncodeToJPG();
    Destroy (tex);
    System.IO.File.WriteAllBytes(jpgFile, bytes);

我发现在iOS上的Unity中运行这个给了我:

JPEG参数结构不匹配:库认为大小为372,调用方期望360

但是,如果我将转换更改为tex.EncodeToPNG();并将文件名更改为.png,一切正常。我不知道该怎么办。如果有任何帮助,我将不胜感激。谢谢

Unity c#,截图并保存为jpg文件

我找到了这个,它可以让你把它保存为.jpg。我通常只使用捕获屏幕并保存为.png.

给你:

using UnityEngine;
using System.Collections;
public class HiResScreenShots : MonoBehaviour {
    public int resWidth = 2550; 
    public int resHeight = 3300;
    private bool takeHiResShot = false;
    public static string ScreenShotName(int width, int height) {
        return string.Format("{0}/screenshots/screen_{1}x{2}_{3}.png", 
                             Application.dataPath, 
                             width, height, 
                             System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
    }
    public void TakeHiResShot() {
        takeHiResShot = true;
    }
    void LateUpdate() {
        takeHiResShot |= Input.GetKeyDown("k");
        if (takeHiResShot) {
            RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
            camera.targetTexture = rt;
            Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
            camera.Render();
            RenderTexture.active = rt;
            screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
            camera.targetTexture = null;
            RenderTexture.active = null; // JC: added to avoid errors
            Destroy(rt);
            byte[] bytes = screenShot.EncodeToPNG();
            string filename = ScreenShotName(resWidth, resHeight);
            System.IO.File.WriteAllBytes(filename, bytes);
            Debug.Log(string.Format("Took screenshot to: {0}", filename));
            takeHiResShot = false;
        }
    }
}

如果你只想要任何一种图片,我强烈推荐这个:

using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour 
{
    void OnMouseDown() 
    {
        Application.CaptureScreenshot("Screenshot.png");
    }
}

简单有效。

我今天确实需要这样的东西,但没有保存。Unity没有为我们提供一个默认的方法来立即将图像作为字节返回,这就是我解决问题的方法。

internal class ScreenCapture : MonoBehaviour
{
    internal byte[] Image = null;
    internal void SaveScreenshot()
    {
        StartCoroutine(SaveScreenshot_ReadPixelsAsynch());
    }
    private IEnumerator SaveScreenshot_ReadPixelsAsynch()
    {
        //Wait for graphics to render
        yield return new WaitForEndOfFrame();
        //Create a texture to pass to encoding
        Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
        //Put buffer into texture
        texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
        //Split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
        yield return 0;
        byte[] bytes = texture.EncodeToPNG();
        Image = bytes;
        //Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
        DestroyObject(texture);
    }
}

用法:

internal static ScreenCapture Capture;

if (Capture == null)
{
    Capture = Camera.main.gameObject.AddComponent<ScreenCapture>();
}
Capture.SaveScreenshot();
// if you wish to save:
System.IO.File.WriteAllBytes("filename.png", Capture.Image);