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這篇文章主要講解了Unity實(shí)現(xiàn)相機(jī)截圖功能的方法,內(nèi)容清晰明了,對(duì)此有興趣的小伙伴可以學(xué)習(xí)一下,相信大家閱讀完之后會(huì)有幫助。
最近做項(xiàng)目的時(shí)候需要在游戲里截一張高清截圖,研究了一下寫(xiě)成腳本,方便以后使用。
腳本可以自定義分辨率,用相機(jī)截高清截圖??梢杂么a動(dòng)態(tài)截圖,也可以在編輯模式下截圖。
注意截圖寬高比要正確,寬高比不正確時(shí)可能會(huì)出問(wèn)題。
截圖效果:
腳本:
CameraCapture.cs
using UnityEngine; using System.IO; /// <summary> /// 相機(jī)截圖 /// <para>ZhangYu 2018-07-06</para> /// </summary> public class CameraCapture : MonoBehaviour { // 截圖尺寸 public enum CaptureSize { CameraSize, ScreenResolution, FixedSize } // 目標(biāo)攝像機(jī) public Camera targetCamera; // 截圖尺寸 public CaptureSize captureSize = CaptureSize.CameraSize; // 像素尺寸 public Vector2 pixelSize; // 保存路徑 public string savePath = "StreamingAssets/"; // 文件名稱(chēng) 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> 保存截圖 </summary> /// <param name="camera">目標(biāo)攝像機(jī)</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> 相機(jī)截圖 </summary> /// <param name="camera">目標(biāo)相機(jī)</param> public static Texture2D capture(Camera camera) { return capture(camera, Screen.width, Screen.height); } /// <summary> 相機(jī)截圖 </summary> /// <param name="camera">目標(biāo)相機(jī)</param> /// <param name="width">寬度</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> 保存貼圖 </summary> /// <param name="path">保存路徑</param> /// <param name="texture">Texture2D</param> public static void saveTexture(string path, Texture2D texture) { File.WriteAllBytes(path, texture.EncodeToPNG()); #if UNITY_EDITOR Debug.Log("已保存截圖到:" + path); #endif } }
腳本編輯器:
CameraCaptureEditor.cs
using UnityEditor; using UnityEngine; /// <summary> /// 相機(jī)截圖 編輯器 /// <para>ZhangYu 2018-07-06</para> /// </summary> [CanEditMultipleObjects] [CustomEditor(typeof(CameraCapture))] public class CameraCaptureEditor : Editor { public override void OnInspectorGUI() { // 屬性 CameraCapture script = (CameraCapture)target; int selected = (int)script.captureSize; // 重繪GUI EditorGUI.BeginChangeCheck(); drawProperty("targetCamera", "目標(biāo)像機(jī)"); string[] options = new string[] { "像機(jī)尺寸", "屏幕尺寸", "固定尺寸"}; selected = EditorGUILayout.Popup("截圖尺寸", selected, options, GUILayout.ExpandWidth(true)); script.captureSize = (CameraCapture.CaptureSize)selected; if (script.captureSize == CameraCapture.CaptureSize.FixedSize) { drawProperty("pixelSize", "像素尺寸"); EditorGUILayout.HelpBox("請(qǐng)保持正確的寬高比!\n否則截圖區(qū)域可能出現(xiàn)錯(cuò)誤。", MessageType.Info); } drawProperty("savePath", "保存路徑"); drawProperty("fileName", "文件名稱(chēng)"); // 保存截圖按鈕 bool isPress = GUILayout.Button("保存截圖", 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); } }
看完上述內(nèi)容,是不是對(duì)Unity實(shí)現(xiàn)相機(jī)截圖功能的方法有進(jìn)一步的了解,如果還想學(xué)習(xí)更多內(nèi)容,歡迎關(guān)注億速云行業(yè)資訊頻道。
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