# EncodeToPNG(Texture2D)

> Encodes this texture into PNG format.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ImageConversionModule

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

### Parameters

**** (\[Texture2D]\(/engine/6000.7/script-reference/unityengine/texture2d)): The 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 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. [\_isReadable](/engine/6000.7/script-reference/unityengine/texture/isreadable.md) must be `true`.

The encoded PNG data will be either 8bit grayscale, RGB or RGBA (depending on the passed in format). For single-channel red textures ( `R8`, `R16`, `RFloat` and `RHalf` ), the encoded PNG data will be in grayscale. PNG data will not contain gamma correction or color profile information.

Additional Resources: [Texture2D.ReadPixels](/engine/6000.7/script-reference/unityengine/texture2d/readpixels.md), [WaitForEndOfFrame](/engine/6000.7/script-reference/unityengine/waitforendofframe.md), [ImageConversion.LoadImage](/engine/6000.7/script-reference/unityengine/imageconversion/loadimage.md), [ImageConversion.EncodeArrayToPNG](/engine/6000.7/script-reference/unityengine/imageconversion/encodearraytopng.md), [ImageConversion.EncodeNativeArrayToPNG](/engine/6000.7/script-reference/unityengine/imageconversion/encodenativearraytopng.md), [ImageConversion.EncodeToJPG](/engine/6000.7/script-reference/unityengine/imageconversion/encodetojpg.md), [ImageConversion.EncodeToTGA](/engine/6000.7/script-reference/unityengine/imageconversion/encodetotga.md), [ImageConversion.EncodeToEXR](/engine/6000.7/script-reference/unityengine/imageconversion/encodetoexr.md)

### Examples

```csharp
 // 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");
        }
    }
}
```
