利用Unity脚本自定义分辨率实现相机截一张高清截图
导读:收集整理的这篇文章主要介绍了利用Unity脚本自定义分辨率实现相机截一张高清截图,觉得挺不错的,现在分享给大家,也给大家做个参考。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...
收集整理的这篇文章主要介绍了利用Unity脚本自定义分辨率实现相机截一张高清截图,觉得挺不错的,现在分享给大家,也给大家做个参考。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:
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 = GetcomponentCamera> (); 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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