這篇文章主要講解了Unity實現(xiàn)相機截圖功能的方法,內(nèi)容清晰明了,對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有幫助。
成都創(chuàng)新互聯(lián)公司不只是一家網(wǎng)站建設(shè)的網(wǎng)絡(luò)公司;我們對營銷、技術(shù)、服務(wù)都有自己獨特見解,公司采取“創(chuàng)意+綜合+營銷”一體化的方式為您提供更專業(yè)的服務(wù)!我們經(jīng)歷的每一步也許不一定是最完美的,但每一步都有值得深思的意義。我們珍視每一份信任,關(guān)注我們的網(wǎng)站設(shè)計制作、成都網(wǎng)站設(shè)計質(zhì)量和服務(wù)品質(zhì),在得到用戶滿意的同時,也能得到同行業(yè)的專業(yè)認(rèn)可,能夠為行業(yè)創(chuàng)新發(fā)展助力。未來將繼續(xù)專注于技術(shù)創(chuàng)新,服務(wù)升級,滿足企業(yè)一站式成都營銷網(wǎng)站建設(shè)需求,讓再小的高端網(wǎng)站設(shè)計也能產(chǎn)生價值!
最近做項目的時候需要在游戲里截一張高清截圖,研究了一下寫成腳本,方便以后使用。
腳本可以自定義分辨率,用相機截高清截圖??梢杂么a動態(tài)截圖,也可以在編輯模式下截圖。
注意截圖寬高比要正確,寬高比不正確時可能會出問題。
截圖效果:
腳本:
CameraCapture.cs
using UnityEngine; using System.IO; /// <summary> /// 相機截圖 /// <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 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 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</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> 相機截圖 </summary> /// <param name="camera">目標(biāo)相機</param> public static Texture2D capture(Camera camera) { return capture(camera, Screen.width, Screen.height); } /// <summary> 相機截圖 </summary> /// <param name="camera">目標(biāo)相機</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"); string[] options = new string[] { "像機尺寸", "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("請保持正確的寬高比!\n否則截圖區(qū)域可能出現(xiàn)錯誤。", MessageType.Info); } drawProperty("savePath", "保存路徑"); drawProperty("fileName", "文件名稱"); // 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Unity實現(xiàn)相機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)注創(chuàng)新互聯(lián)行業(yè)資訊頻道。
網(wǎng)頁題目:Unity實現(xiàn)相機截圖功能的方法
文章路徑:http://bm7419.com/article4/psdjoe.html
成都網(wǎng)站建設(shè)公司_創(chuàng)新互聯(lián),為您提供定制開發(fā)、軟件開發(fā)、小程序開發(fā)、ChatGPT、移動網(wǎng)站建設(shè)、建站公司
聲明:本網(wǎng)站發(fā)布的內(nèi)容(圖片、視頻和文字)以用戶投稿、用戶轉(zhuǎn)載內(nèi)容為主,如果涉及侵權(quán)請盡快告知,我們將會在第一時間刪除。文章觀點不代表本網(wǎng)站立場,如需處理請聯(lián)系客服。電話:028-86922220;郵箱:631063699@qq.com。內(nèi)容未經(jīng)允許不得轉(zhuǎn)載,或轉(zhuǎn)載時需注明來源: 創(chuàng)新互聯(lián)