最近做项目的时候需要在游戏里截一张高清截图,研究了一下写成脚本,方便以后使用。
脚本可以自定义分辨率,用相机截高清截图。可以用代码动态截图,也可以在编辑模式下截图。
注意截图宽高比要正确,宽高比不正确时可能会出问题。

截图效果:

1.png

2.png

3.png

脚本:
CameraCapture.cs

using UnityEngine;using System.IO;/// <summary>/// 相机截图/// <para>ZhangYu 2018-07-06</para>/// </summary>public class CameraCapture : MonoBehaviour {    // 截图尺寸    public enum CaptureSize {        CameraSize,        ScreenResolution,        FixedSize    }    // 目标摄像机    public Camera targetCamera;    // 截图尺寸    public CaptureSize captureSize = CaptureSize.CameraSize;    // 像素尺寸    public Vector2 pixelSize;    // 保存路径    public string savePath = "StreamingAssets/";    // 文件名称    public string fileName = "cameraCapture.png";    #if UNITY_EDITOR    private void Reset() {        targetCamera = GetComponent<Camera>();        pixelSize = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height);    }    #endif    /// <summary> 保存截图 </summary>    /// <param name="camera">目标摄像机</param>    public void saveCapture() {        Vector2 size = pixelSize;        if (captureSize == CaptureSize.CameraSize) {            size = new Vector2(targetCamera.pixelWidth, targetCamera.pixelHeight);        } else if (captureSize == CaptureSize.ScreenResolution) {            size = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height);        }        string path = Application.dataPath + "/" + savePath + fileName;        saveTexture(path, capture(targetCamera, (int)size.x, (int)size.y));    }    /// <summary> 相机截图 </summary>    /// <param name="camera">目标相机</param>    public static Texture2D capture(Camera camera) {        return capture(camera, Screen.width, Screen.height);    }    /// <summary> 相机截图 </summary>    /// <param name="camera">目标相机</param>    /// <param name="width">宽度</param>    /// <param name="height">高度</param>    public static Texture2D capture(Camera camera, int width, int height) {        RenderTexture rt = new RenderTexture(width, height, 0);        rt.depth = 24;        rt.antiAliasing = 8;        camera.targetTexture = rt;        camera.RenderDontRestore();        RenderTexture.active = rt;        Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false, true);        Rect rect = new Rect(0, 0, width, height);        texture.ReadPixels(rect, 0, 0);        texture.filterMode = FilterMode.Point;        texture.Apply();        camera.targetTexture = null;        RenderTexture.active = null;        Destroy(rt);        return texture;    }    /// <summary> 保存贴图 </summary>    /// <param name="path">保存路径</param>    /// <param name="texture">Texture2D</param>    public static void saveTexture(string path, Texture2D texture) {        File.WriteAllBytes(path, texture.EncodeToPNG());        #if UNITY_EDITOR        Debug.Log("已保存截图到:" + path);        #endif    }}

脚本编辑器:

CameraCaptureEditor.cs

using UnityEditor;using UnityEngine;/// <summary>/// 相机截图 编辑器/// <para>ZhangYu 2018-07-06</para>/// </summary>[CanEditMultipleObjects][CustomEditor(typeof(CameraCapture))]public class CameraCaptureEditor : Editor {    public override void OnInspectorGUI() {        // 属性        CameraCapture script = (CameraCapture)target;        int selected = (int)script.captureSize;        // 重绘GUI        EditorGUI.BeginChangeCheck();        drawProperty("targetCamera", "目标像机");        string[] options = new string[] { "像机尺寸", "屏幕尺寸", "固定尺寸"};        selected = EditorGUILayout.Popup("截图尺寸", selected, options, GUILayout.ExpandWidth(true));        script.captureSize = (CameraCapture.CaptureSize)selected;        if (script.captureSize == CameraCapture.CaptureSize.FixedSize) {            drawProperty("pixelSize", "像素尺寸");            EditorGUILayout.HelpBox("请保持正确的宽高比!\n否则截图区域可能出现错误。", MessageType.Info);        }        drawProperty("savePath", "保存路径");        drawProperty("fileName", "文件名称");        // 保存截图按钮        bool isPress = GUILayout.Button("保存截图", GUILayout.ExpandWidth(true));        if (isPress) script.saveCapture();        if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties();    }    private void drawProperty(string property, string label) {        EditorGUILayout.PropertyField(serializedObject.FindProperty(property), new GUIContent(label), true);    }}

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