array | 要转换的字节数组。 |
format | 图像数据的像素格式。 |
width | 图像数据的宽度(以像素为单位)。 |
height | 图像数据的高度(以像素为单位)。 |
rowBytes | 单行的长度(以字节为单位)。 |
flags | 用于控制压缩和输出格式的标志。 |
将数组编码为 EXR 格式。
This function returns a byte array which is the EXR file data. Write this data to disk to get the data in the EXR file format.
It is best to use this function for HDR texture formats (either 16-bit or 32-bit floats). The default output format is 16-bit float EXR.
The encoded EXR data will always contain an alpha channel.
For single-channel red textures ( R8
, R16
, RFloat
and RHalf
), the encoded data will be in grayscale mode.
This method is thread safe.
Passing rowBytes of 0 will calculate the row length in bytes automatically.
// Saves screenshot as EXR file. using System.Collections; using System.IO; using UnityEngine;
public class EXRScreenSaver : MonoBehaviour { // Take a shot immediately IEnumerator Start() { yield return SaveScreenEXR(); }
IEnumerator SaveScreenEXR() { // Read the screen buffer after rendering is complete yield return new WaitForEndOfFrame();
// Create a texture in RGBAFloat format the size of the screen int width = Screen.width; int height = Screen.height; Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false);
// Read the screen contents into the texture tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply();
// Encode the bytes in EXR format byte[] bytes = ImageConversion.EncodeArrayToEXR(tex.GetRawTextureData(), tex.graphicsFormat, (uint)width, (uint)height); Object.Destroy(tex);
// Write the returned byte array to a file in the project folder File.WriteAllBytes(Application.dataPath + "/../SavedScreen.exr", bytes); } }