问题描述
我需要将一个RenderTexture对象保存为.png文件,然后将该文件用作包裹3D对象的纹理。我的问题是现在我无法使用EncodeToPNG()保存RenderTexture对象,因为RenderTexture不包含该方法。如何将RenderTexture对象转换为Texture2D对象?谢谢!
I need to save a RenderTexture object to a .png file that will then be used as a texture to wrap about a 3D object. My problem is right now I can't save a RenderTexture object using EncodeToPNG() because RenderTexture doesn't include that method. How can I convert a RenderTexture object into a Texture2D object? Thank you!
// Saves texture as PNG file.
using UnityEngine;
using System.Collections;
using System.IO;
public class SaveTexture : MonoBehaviour {
public RenderTexture tex;
// Save Texture as PNG
void SaveTexturePNG()
{
// Encode texture into PNG
byte[] bytes = tex.EncodeToPNG();
Object.Destroy(tex);
// For testing purposes, also write to a file in the project folder
File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
}
}
推荐答案
创建新 Texture2D
,使用 RenderTexture.ReadPixels
从 RenderTexture $ c $中读取像素c>进入新的
Texture2D
。最后,调用 Texture2D.Apply();
来应用更改的像素。
Create new Texture2D
, use RenderTexture.ReadPixels
to read the pixels from RenderTexture
into the new Texture2D
. Finally, Call Texture2D.Apply();
to apply the changed pixels.
Texture2D toTexture2D(RenderTexture rTex)
{
Texture2D tex = new Texture2D(512, 512, TextureFormat.RGB24, false);
RenderTexture.active = rTex;
tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
return tex;
}
用法:
public RenderTexture tex;
Texture2D myTexture = toTexture2D(tex);
您可以将其作为扩展方法:
You can make it an extension method:
public static class ExtensionMethod
{
public static Texture2D toTexture2D(this RenderTexture rTex)
{
Texture2D tex = new Texture2D(512, 512, TextureFormat.RGB24, false);
RenderTexture.active = rTex;
tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
return tex;
}
}
用法:
public RenderTexture tex;
Texture2D myTexture = tex.toTexture2D();
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