EncodeToPNG(Texture2D)
Encodes this texture into PNG format.
Read time 2 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.ImageConversionModule
public static byte[] EncodeToPNG(this Texture2D tex)
Parameters
The texture to convert.
Returns
Type | Description |
|---|---|
| byte[] |
Remarks
This function returns a byte array which is the PNG 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. Texture.isReadable must be .
trueThe encoded PNG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format). For single-channel red textures ( , , and ), the encoded PNG data will be in grayscale. PNG data will not contain gamma correction or color profile information.
R8R16RFloatRHalf// Saves screenshot as PNG file. using UnityEngine; using UnityEngine.Networking; using System.Collections; using System.IO; public class PNGUploader : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return UploadPNG(); } IEnumerator UploadPNG() { // We should only read the screen buffer after rendering is complete yield return new WaitForEndOfFrame(); // Create a texture the size of the screen, RGB24 format int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false); // Read screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply(); // Encode texture into PNG byte[] bytes = ImageConversion.EncodeToPNG(tex); Object.Destroy(tex); // For testing purposes, also write to a file in the project folder // File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes); // Create a Web Form WWWForm form = new WWWForm(); form.AddField("frameCount", Time.frameCount.ToString()); form.AddBinaryData("fileUpload", bytes); // Upload to a cgi script var w = UnityWebRequest.Post("http://localhost/cgi-bin/env.cgi?post", form); yield return w.SendWebRequest(); if (w.result != UnityWebRequest.Result.Success) { Debug.Log(w.error); } else { Debug.Log("Finished Uploading Screenshot"); } } }