用unity保存相机渲染结果为图片

2017-10-29  本文已影响0人  voif

转载请注明来源

起因
mobile做特效费资源,是不是可以用unity做好特效再保存为图片动画使用呢?

思路
使用相机,rendertexture,io来保存特效图片

建议
开发者自己实现观察者再每一次控制动画的变量变换后从rendertexture创建一个texture2D,保存成列表
最后一起保存到文件,再根据需要调整或者删除这些得到的图片

截图

EFX0.png image.png image.png

代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class SaveRenderTexture : MonoBehaviour
{

public RenderTexture target;

int index = 0;

private void Start()
{
    GameObject.Find("SaveBtn").GetComponent<Button>().onClick.AddListener(()=> {
        OnUserSave();
    });
}

public void OnUserSave()
{
    var prePath = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf("/"));
    string path = prePath + string.Format("/SaveFX/EFX{0}.png",index);
    Save(path, CreateFrom(target));
    index++;
}

public void Save(string path, Texture2D texture2D)
{
    Debug.Log("Save Path:" + path);
    var bytes = texture2D.EncodeToPNG();
    //var bytes = texture2D.EncodeToJPG();
    System.IO.File.WriteAllBytes(path, bytes);
}

public Texture2D CreateFrom(RenderTexture renderTexture)
{
    Texture2D texture2D = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false);
    var previous = RenderTexture.active;
    RenderTexture.active = renderTexture;

    texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);

    RenderTexture.active = previous;

    texture2D.Apply();

    return texture2D;
}

}

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