Version: 2021.2
public static byte[] EncodeToEXR (Texture2D tex, Texture2D.EXRFlags flags);

参数

tex 要转换的纹理。
flags 用于控制压缩和输出格式的标志。

描述

将该纹理编码为 EXR 格式。

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.

// 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); } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961