Unity开发之RenderTexture截图
实现代码private IEnumerator OnlyScreenShot(RectTransform target, string name, ScreenShotCallBack callBack = null, Canvas canvas = null){ yield return new WaitForEndOfFrame(); string filePath = GetScreenShotPath(name); //Canvas的sizeDelta canvas = canvas ??UGUIRoot.Instance.MainCanvas; RectTransform canvasTransform = canvas.GetComponent<RectTransform>(); Vector3 canvasSize = canvasTransform.sizeDelta; RenderTexture screenShotRT = RenderTexture.GetTemporary(Screen.width, Screen.height, 32 ); screenShotRT.name = "ScreenShotTool_ScreenShot_Texture"; screenShotRT.Create(); GrabCameraTexture.GrabCameraTarget(ref screenShotRT, GrabCameraTexture.FinalGrabCameraMask.All, 1); RenderTexture.active = screenShotRT; float targetWidth = target.rect.width * target.localScale.x; float targetHeight = target.rect.height * target.localScale.y; float WidthRatio = Screen.width / canvasSize.x; float HeightRatio = Screen.height / canvasSize.y; Vector3 targetPos = target.transform.position; var screenPoint = RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, targetPos); var localPosition = new Vector2(); RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasTransform, screenPoint, canvas.worldCamera, out localPosition);#if UNITY_EDITOR//截取目标 Vector2 origin = new Vector2(((localPosition.x + (canvasSize.x - targetWidth) / 2f) * WidthRatio),((canvasSize.y - targetHeight) / 2f - target.localPosition.y) * HeightRatio);#else //截取目标 Vector2 origin = new Vector2(((localPosition.x + (canvasSize.x - targetWidth) / 2f) * WidthRatio), ((canvasSize.y - targetHeight) / 2f + localPosition.y) * HeightRatio);#endif //截取目标的大小 Vector2 size = new Vector2((targetWidth) * WidthRatio, (targetHeight) * HeightRatio); //截取 Texture2D screenShot = new Texture2D((int)Math.Ceiling(size.x), (int)Math.Ceiling(size.y), TextureFormat.ARGB32, false); Rect position = new Rect(origin.x, origin.y, size.x, size.y); //TODO 分析日志 LogInfo($" 截取了一张图片: Screen.width:{Screen.width} Screen.height:{Screen.height} canvasSize.x:{canvasSize.x} canvasSize.y:{canvasSize.y}"); LogInfo($" 截取了一张图片: WidthRatio:{WidthRatio} HeightRatio:{HeightRatio} screenShotRT.width:{screenShotRT.width} screenShotRT.height:{screenShotRT.height}"); LogInfo($" 截取了一张图片: target.rect.width:{target.rect.width} target.rect.height:{target.rect.height} target.localPosition.x:{target.localPosition.x} target.localPosition.y:{target.localPosition.y}"); LogInfo($" 截取了一张图片: targetWidth:{targetWidth} target.rect.height:{targetHeight}"); LogInfo($" 截取了一张图片: size.x:{size.x} size.y:{size.y} (int)Math.Ceiling(size.x):{(int)Math.Ceiling(size.x)} (int)Math.Ceiling(size.y):{(int)Math.Ceiling(size.y)} "); LogInfo($" 截取了一张图片: Screen.dpi:{Screen.dpi} origin.x:{origin.x} origin.y:{origin.y}"); LogInfo(string.Format(" 截取了一张图片1: {0}", filePath)); screenShot.ReadPixels(position, 0, 0); //按照设定区域读取像素 screenShot.Apply(); yield return screenShot; RenderTexture.active = null; Logger.LogInfo(string.Format(" 截取了一张图片2: {0}", filePath)); //保存 byte[] byt = screenShot.EncodeToPNG(); File.WriteAllBytes(filePath, byt); GrabCameraTexture.ReleaseCameraTarget(ref screenShotRT); DestroyImmediate(screenShot); screenShot = null; screenShotRT = null; Logger.LogInfo(string.Format(" 截取了一张图片3: {0}", filePath)); callBack?.Invoke(filePath); yield break;}
区域截取时编辑器和移动端看到的效果不一致问题,是因为移动端和编辑器下,Rect的坑,计算position是注意一下即可
//编辑器下,rect起点(0,0)在左上角!!!
//移动端下,rect起点(0,0)在左下角!!!
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