Reputation: 1348
I'm building a web based app that takes a screenshot of a play area and then posts it to a web server to be called up in a image gallery for other to view. Currently, when running in the editor I can take the screenshot and save it locally but that won't work once it's deployed. I don't know how to take that screenshot and save it to a texture (rather than to disk) to then upload to my server. How do I do this? I'm new at this and especially new at Render Texture functionality. Can someone help me sort this out?
Upvotes: 0
Views: 445
Reputation: 10720
I have found this Snippet on a forum here. But not tested by myself on WebPlayer.
using UnityEngine;
using System.Collections;
public class Main : MonoBehaviour
{
private string _data = string.Empty;
public Texture2D bg;
void OnGUI()
{
if (GUI.Button(new Rect(Screen.width*0.5f-32,32,64,32),"Save"))
StartCoroutine(ScreeAndSave());
}
IEnumerator ScreeAndSave()
{
yield return new WaitForEndOfFrame();
var newTexture = ScreenShoot(Camera.main, bg.width, bg.height);
LerpTexture(bg, ref newTexture);
_data = System.Convert.ToBase64String(newTexture.EncodeToPNG());
Application.ExternalEval("document.location.href='data:octet-stream;base64," + _data + "'");
}
private static Texture2D ScreenShoot(Camera srcCamera, int width, int height)
{
var renderTexture = new RenderTexture(width, height, 0);
var targetTexture = new Texture2D(width, height, TextureFormat.RGB24, false);
srcCamera.targetTexture = renderTexture;
srcCamera.Render();
RenderTexture.active = renderTexture;
targetTexture.ReadPixels(new Rect(0, 0, width, height), 0, 0);
targetTexture.Apply();
srcCamera.targetTexture = null;
RenderTexture.active = null;
srcCamera.ResetAspect();
return targetTexture;
}
private static void LerpTexture(Texture2D alphaTexture, ref Texture2D texture)
{
var bgColors = alphaTexture.GetPixels();
var tarCols = texture.GetPixels();
for (var i = 0; i < tarCols.Length; i++)
tarCols[i] = bgColors[i].a > 0.99f ? bgColors[i] : Color.Lerp(tarCols[i], bgColors[i], bgColors[i].a);
texture.SetPixels(tarCols);
texture.Apply();
}
}
Upvotes: 1