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Unity开发之RenderTexture截图

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发表于 2022-12-13 15:22 | 显示全部楼层 |阅读模式
实现代码
private IEnumerator OnlyScreenShot(RectTransform target, string name, ScreenShotCallBack callBack = null, Canvas canvas = null){    yield return new WaitForEndOfFrame();    string filePath = GetScreenShotPath(name);    //Canvas的sizeDelta    canvas = canvas ??UGUIRoot.Instance.MainCanvas;    RectTransform canvasTransform = canvas.GetComponent<RectTransform>();    Vector3 canvasSize = canvasTransform.sizeDelta;    RenderTexture screenShotRT = RenderTexture.GetTemporary(Screen.width, Screen.height, 32 );    screenShotRT.name = "ScreenShotTool_ScreenShot_Texture";    screenShotRT.Create();    GrabCameraTexture.GrabCameraTarget(ref screenShotRT, GrabCameraTexture.FinalGrabCameraMask.All, 1);    RenderTexture.active = screenShotRT;    float targetWidth = target.rect.width * target.localScale.x;    float targetHeight = target.rect.height * target.localScale.y;    float WidthRatio = Screen.width / canvasSize.x;    float HeightRatio = Screen.height / canvasSize.y;    Vector3 targetPos = target.transform.position;    var screenPoint = RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, targetPos);    var localPosition = new Vector2();    RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasTransform, screenPoint, canvas.worldCamera, out localPosition);#if UNITY_EDITOR//截取目标    Vector2 origin = new Vector2(((localPosition.x + (canvasSize.x - targetWidth) / 2f) * WidthRatio),((canvasSize.y - targetHeight) / 2f - target.localPosition.y) * HeightRatio);#else    //截取目标    Vector2 origin = new Vector2(((localPosition.x + (canvasSize.x - targetWidth) / 2f) * WidthRatio),        ((canvasSize.y - targetHeight) / 2f + localPosition.y) * HeightRatio);#endif    //截取目标的大小    Vector2 size = new Vector2((targetWidth) * WidthRatio, (targetHeight) * HeightRatio);    //截取    Texture2D screenShot = new Texture2D((int)Math.Ceiling(size.x), (int)Math.Ceiling(size.y), TextureFormat.ARGB32, false);    Rect position = new Rect(origin.x, origin.y, size.x, size.y);    //TODO 分析日志    LogInfo($"[OnlyScreenShot] 截取了一张图片: Screen.width:{Screen.width} Screen.height:{Screen.height} canvasSize.x:{canvasSize.x} canvasSize.y:{canvasSize.y}");    LogInfo($"[OnlyScreenShot] 截取了一张图片: WidthRatio:{WidthRatio} HeightRatio:{HeightRatio} screenShotRT.width:{screenShotRT.width} screenShotRT.height:{screenShotRT.height}");    LogInfo($"[OnlyScreenShot] 截取了一张图片: target.rect.width:{target.rect.width} target.rect.height:{target.rect.height} target.localPosition.x:{target.localPosition.x} target.localPosition.y:{target.localPosition.y}");    LogInfo($"[OnlyScreenShot] 截取了一张图片: targetWidth:{targetWidth} target.rect.height:{targetHeight}");    LogInfo($"[OnlyScreenShot] 截取了一张图片: size.x:{size.x} size.y:{size.y} (int)Math.Ceiling(size.x):{(int)Math.Ceiling(size.x)} (int)Math.Ceiling(size.y):{(int)Math.Ceiling(size.y)} ");    LogInfo($"[OnlyScreenShot] 截取了一张图片: Screen.dpi:{Screen.dpi} origin.x:{origin.x} origin.y:{origin.y}");    LogInfo(string.Format("[OnlyScreenShot] 截取了一张图片1: {0}", filePath));    screenShot.ReadPixels(position, 0, 0); //按照设定区域读取像素    screenShot.Apply();    yield return screenShot;    RenderTexture.active = null;    Logger.LogInfo(string.Format("[OnlyScreenShot] 截取了一张图片2: {0}", filePath));    //保存    byte[] byt = screenShot.EncodeToPNG();    File.WriteAllBytes(filePath, byt);    GrabCameraTexture.ReleaseCameraTarget(ref screenShotRT);    DestroyImmediate(screenShot);    screenShot = null;    screenShotRT = null;    Logger.LogInfo(string.Format("[OnlyScreenShot] 截取了一张图片3: {0}", filePath));    callBack?.Invoke(filePath);    yield break;}
区域截取时编辑器和移动端看到的效果不一致问题,是因为移动端和编辑器下,Rect的坑,计算position是注意一下即可

//编辑器下,rect起点(0,0)在左上角!!!

//移动端下,rect起点(0,0)在左下角!!!
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