ImageConversion.EncodeToEXR

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static byte[] EncodeToEXR(Texture2D tex, Texture2D.EXRFlags flags);

Parameters

texThe texture to convert.
flagsFlags used to control compression and the output format.

Description

Encodes this texture into the EXR format.

This function returns a byte array which is the EXR file data. Write this data to disk to get the data in the EXR file format.

It is best to use this function for HDR texture formats (either 16-bit or 32-bit floats). The default output format is 16-bit float EXR. For the texture pass in, you must enable the Read/Write enabled flag set in the Texture Import Settings.

The encoded EXR data will always contain an alpha channel.

See Also: EXRFlags, EncodeToJPG, EncodeToPNG.

// Saves HDR RenderTexture as an EXR file.
using UnityEngine;
using System.Collections;
using System.IO;

public class SaveRenderTextureToEXR : MonoBehaviour { RenderTexture m_InputTexture;

void SaveRenderTexture() { if (m_InputTexture != null) { int width = m_InputTexture.width; int height = m_InputTexture.height;

Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);

// Read screen contents into the texture Graphics.SetRenderTarget(m_InputTexture); tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();

// Encode texture into the EXR byte[] bytes = tex.EncodeToEXR(Texture2D.EXRFlags.CompressZIP); File.WriteAllBytes(Application.dataPath + "/../SavedRenderTexture.exr", bytes);

Object.DestroyImmediate(tex); } } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答