Reputation: 335
I'm trying to capture a screenshot of a gameobject in Unity3D Pro so that it has a transparent background. This script was suggested to me and it works, when connected to the main Camera, as long as the material doesn't have a texture. Then I get a semi transparency appearing on the gameobject as shown in this example. http://sta.sh/0iwguk5rx61. Any help with this would be greatly appreciated.
public int resWidth = 2550;
public int resHeight = 3300;
private bool takeHiResShot = false;
public static string ScreenShotName(int width, int height) {
return string.Format("{0}/screen_{1}x{2}_{3}.png",
Application.dataPath,
width, height,
System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
}
public void TakeHiResShot() {
takeHiResShot = true;
}
void LateUpdate() {
takeHiResShot |= Input.GetKeyDown("k");
if (takeHiResShot)
{
RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
camera.targetTexture = rt;
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.ARGB32, false);
camera.Render();
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
camera.targetTexture = null;
RenderTexture.active = null;
Destroy(rt);
byte[] bytes = screenShot.EncodeToPNG();
string filename = ScreenShotName(resWidth, resHeight);
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("Took screenshot to: {0}", filename));
Application.OpenURL(filename);
takeHiResShot = false;
}
}
sdg
Upvotes: 2
Views: 15750
Reputation: 599
See if this works for you.
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class Screenshot : MonoBehaviour
{
private void Start()
{
string filename = string.Format("Assets/Screenshots/capture_{0}.png", DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss-fff"));
if (!Directory.Exists("Assets/Screenshots"))
{
Directory.CreateDirectory("Assets/Screenshots");
}
TakeTransparentScreenshot(Camera.main, Screen.width, Screen.height, filename);
}
public static void TakeTransparentScreenshot(Camera cam, int width, int height, string savePath)
{
// Depending on your render pipeline, this may not work.
var bak_cam_targetTexture = cam.targetTexture;
var bak_cam_clearFlags = cam.clearFlags;
var bak_RenderTexture_active = RenderTexture.active;
var tex_transparent = new Texture2D(width, height, TextureFormat.ARGB32, false);
// Must use 24-bit depth buffer to be able to fill background.
var render_texture = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32);
var grab_area = new Rect(0, 0, width, height);
RenderTexture.active = render_texture;
cam.targetTexture = render_texture;
cam.clearFlags = CameraClearFlags.SolidColor;
// Simple: use a clear background
cam.backgroundColor = Color.clear;
cam.Render();
tex_transparent.ReadPixels(grab_area, 0, 0);
tex_transparent.Apply();
// Encode the resulting output texture to a byte array then write to the file
byte[] pngShot = ImageConversion.EncodeToPNG(tex_transparent);
File.WriteAllBytes(savePath, pngShot);
cam.clearFlags = bak_cam_clearFlags;
cam.targetTexture = bak_cam_targetTexture;
RenderTexture.active = bak_RenderTexture_active;
RenderTexture.ReleaseTemporary(render_texture);
Texture2D.Destroy(tex_transparent);
}
}
You might have to refresh your assets folder (Ctrl+R) to make Screenshots folder appear in the inspector.
Upvotes: 3
Reputation: 11
I am Colombian , and my English is not good, I hope you understand me,
I had the same problem and solved it by just changing the TextureFormat
ARGB32
to RGB24
:
...
RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
camera.targetTexture = rt;
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
camera.Render();
RenderTexture.active = rt;
...
I hope to be helpful see u, :D
Upvotes: 1