Version: 2022.1

ImageConversion.EncodeArrayToEXR

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public static byte[] EncodeArrayToEXR (Array array, Experimental.Rendering.GraphicsFormat format, uint width, uint height, uint rowBytes, Texture2D.EXRFlags flags);

参数

array 要转换的字节数组。
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

将数组编码为 EXR 格式。

This function returns a byte array which is the EXR file data. You can store the encoded data as a file or send it over the network without further processing.

This function does not work on any compressed format. Although it is best to use this function for HDR texture formats (either 16-bit or 32-bit floats), it can be used with other formats (and the data is converted on the fly). The default output format is uncompressed 16-bit float EXR and can be controlled using the passed in flags. The encoded EXR data will only contain an alpha channel when the passed-in format has one. For single-channel red textures ( R8, R16, RFloat and RHalf ), the encoded data will be in grayscale mode.

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 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 byte[] bytes = ImageConversion.EncodeArrayToEXR(tex.GetRawTextureData(), 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); } }
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