利用Unity脚本自定义分辨率实现相机截一张高清截图

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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