将 RenderTexture 转换为 Texture2D
Convert RenderTexture to Texture2D
我需要将 RenderTexture 对象保存到 .png 文件,然后将其用作纹理来包裹 3D 对象。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!
// 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);
}
}
创建新的Texture2D
,使用RenderTexture.ReadPixels
从RenderTexture
读取像素到新的Texture2D
。最后,调用 Texture2D.Apply();
应用更改后的像素。
Texture2D toTexture2D(RenderTexture rTex)
{
Texture2D tex = new Texture2D(512, 512, TextureFormat.RGB24, false);
// ReadPixels looks at the active RenderTexture.
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);
你可以让它成为一个扩展方法(恢复之前活跃的RenderTexture以避免意外):
public static class ExtensionMethod
{
public static Texture2D toTexture2D(this RenderTexture rTex)
{
Texture2D tex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGB24, false);
var old_rt = RenderTexture.active;
RenderTexture.active = rTex;
tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
RenderTexture.active = old_rt;
return tex;
}
}
用法:
public RenderTexture tex;
Texture2D myTexture = tex.toTexture2D();
我需要将 RenderTexture 对象保存到 .png 文件,然后将其用作纹理来包裹 3D 对象。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!
// 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);
}
}
创建新的Texture2D
,使用RenderTexture.ReadPixels
从RenderTexture
读取像素到新的Texture2D
。最后,调用 Texture2D.Apply();
应用更改后的像素。
Texture2D toTexture2D(RenderTexture rTex)
{
Texture2D tex = new Texture2D(512, 512, TextureFormat.RGB24, false);
// ReadPixels looks at the active RenderTexture.
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);
你可以让它成为一个扩展方法(恢复之前活跃的RenderTexture以避免意外):
public static class ExtensionMethod
{
public static Texture2D toTexture2D(this RenderTexture rTex)
{
Texture2D tex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGB24, false);
var old_rt = RenderTexture.active;
RenderTexture.active = rTex;
tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
RenderTexture.active = old_rt;
return tex;
}
}
用法:
public RenderTexture tex;
Texture2D myTexture = tex.toTexture2D();