# EncodeToJPG

> Encodes this texture into JPG format.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ImageConversionModule

## EncodeToJPG(Texture2D, int)

Encodes this texture into JPG format.

```csharp
public static byte[] EncodeToJPG(this Texture2D tex, int quality)
```

### Parameters

**** (\[Texture2D]\(/engine/6000.6/script-reference/unityengine/texture2d)): Text texture to convert.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): JPG quality to encode with. The range is 1 through 100. 1 is the lowest quality. The default is 75.

### Returns

| Type                                                           | Description |
| -------------------------------------------------------------- | ----------- |
| [byte\[\]](https://learn.microsoft.com/dotnet/api/system.byte) |             |

### Remarks

This function returns a byte array which is the JPG 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](/engine/6000.6/script-reference/unityengine/texture/isreadable.md) must be `true`. The encoded JPG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format).

```csharp
// Saves screenshot as JPG file.
using UnityEngine;
using System.Collections;
using System.IO;

public class JPGScreenSaver : MonoBehaviour
{
 // Take a shot immediately
 IEnumerator Start()
 {
 yield return SaveScreenJPG();
 }

 IEnumerator SaveScreenJPG()
 {
 // Read the screen buffer after rendering is complete
 yield return new WaitForEndOfFrame();

 // Create a texture in RGB24 format the size of the screen
 int width = Screen.width;
 int height = Screen.height;
 Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);

 // Read the screen contents into the texture
 tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
 tex.Apply();

 // Encode the texture in JPG format
 byte[] bytes = ImageConversion.EncodeToJPG(tex);
 Object.Destroy(tex);

 // Write the returned byte array to a file in the project folder
 File.WriteAllBytes(Application.dataPath + "/../SavedScreen.jpg", bytes);
 }
}
```

Additional Resources: [ImageConversion.EncodeArrayToJPG](/engine/6000.6/script-reference/unityengine/imageconversion/encodearraytojpg.md), [ImageConversion.EncodeNativeArrayToJPG](/engine/6000.6/script-reference/unityengine/imageconversion/encodenativearraytojpg.md), [ImageConversion.EncodeToPNG](/engine/6000.6/script-reference/unityengine/imageconversion/encodetopng.md), [ImageConversion.EncodeToTGA](/engine/6000.6/script-reference/unityengine/imageconversion/encodetotga.md), [ImageConversion.EncodeToEXR](/engine/6000.6/script-reference/unityengine/imageconversion/encodetoexr.md).

## EncodeToJPG(Texture2D)

Encodes this texture into JPG format.

```csharp
public static byte[] EncodeToJPG(this Texture2D tex)
```

### Parameters

**** (\[Texture2D]\(/engine/6000.6/script-reference/unityengine/texture2d)): Text texture to convert.

### Returns

| Type                                                           | Description |
| -------------------------------------------------------------- | ----------- |
| [byte\[\]](https://learn.microsoft.com/dotnet/api/system.byte) |             |

### Remarks

This function returns a byte array which is the JPG 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](/engine/6000.6/script-reference/unityengine/texture/isreadable.md) must be `true`. The encoded JPG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format).

```csharp
// Saves screenshot as JPG file.
using UnityEngine;
using System.Collections;
using System.IO;

public class JPGScreenSaver : MonoBehaviour
{
 // Take a shot immediately
 IEnumerator Start()
 {
 yield return SaveScreenJPG();
 }

 IEnumerator SaveScreenJPG()
 {
 // Read the screen buffer after rendering is complete
 yield return new WaitForEndOfFrame();

 // Create a texture in RGB24 format the size of the screen
 int width = Screen.width;
 int height = Screen.height;
 Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);

 // Read the screen contents into the texture
 tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
 tex.Apply();

 // Encode the texture in JPG format
 byte[] bytes = ImageConversion.EncodeToJPG(tex);
 Object.Destroy(tex);

 // Write the returned byte array to a file in the project folder
 File.WriteAllBytes(Application.dataPath + "/../SavedScreen.jpg", bytes);
 }
}
```

Additional Resources: [ImageConversion.EncodeArrayToJPG](/engine/6000.6/script-reference/unityengine/imageconversion/encodearraytojpg.md), [ImageConversion.EncodeNativeArrayToJPG](/engine/6000.6/script-reference/unityengine/imageconversion/encodenativearraytojpg.md), [ImageConversion.EncodeToPNG](/engine/6000.6/script-reference/unityengine/imageconversion/encodetopng.md), [ImageConversion.EncodeToTGA](/engine/6000.6/script-reference/unityengine/imageconversion/encodetotga.md), [ImageConversion.EncodeToEXR](/engine/6000.6/script-reference/unityengine/imageconversion/encodetoexr.md).
