Version: 2020.3

ImageConversion.EncodeNativeArrayToEXR

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public static NativeArray<byte> EncodeNativeArrayToEXR (NativeArray<T> input, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes, Texture2D.EXRFlags flags);

参数

input 要转换的原生数组。
format 图像数据的像素格式。
width 图像数据的宽度(以像素为单位)。
height 图像数据的高度(以像素为单位)。
rowBytes 单行的长度(以字节为单位)。
flags 用于控制压缩和输出格式的标志。

描述

将原生数组编码为 EXR 格式。

This function returns a NativeArray<byte> which is the EXR 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.

The encoded EXR data will always contain an alpha channel.

This method is thread safe.

Passing rowBytes of 0 will calculate the row length in bytes automatically.

// Saves screenshot as EXR file.
using System.Collections;
using System.IO;
using Unity.Collections;
using UnityEngine;

public class EXRScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenEXR(); }

IEnumerator SaveScreenEXR() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();

// Create a texture in RGBAFloat format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);

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

// Encode the bytes in EXR format NativeArray<byte> imageBytes = new NativeArray<byte>(tex.GetRawTextureData(), Allocator.Temp); var bytes = ImageConversion.EncodeNativeArrayToEXR(imageBytes, tex.graphicsFormat, (uint)width, (uint)height); Object.Destroy(tex);

// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.exr", bytes.ToArray()); } }
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