1、将Texture2D保存为jpg
void TestSaveImageToJPG(Texture2D buffer)
{
File.WriteAllBytes("F:/output.jpg", buffer.EncodeToJPG());
}
2、将图片的原始数据保存至txt
void TestSaveImageToTXT(Texture2D buffer)
{
byte[] rawData= buffer.GetRawTextureData();
//byte[] bt = ChangeRGB(rawData).GetRawTextureData();//转换RGB
//char[] ch = Encoding.ASCII.GetChars(bt);//byte[]转为char[]
StreamWriter sw = new StreamWriter(@"F:\\output.txt"); //保存到指定路径
for (int i = 0; i < rawData.Length; i++)
{
sw.Write(rawData[i]);
sw.Write(' ');
}
sw.Flush();
sw.Close();
}
3、转换图片的RGB
Texture2D ChangeRGB(Texture2D source)
{
Texture2D result = new Texture2D(source.width, source.height, TextureFormat.RGB24, false);
for (int i = 0; i < result.height; ++i)
{
for (int j = 0; j < result.width; ++j)
{
Color newColor = source.GetPixelBilinear((float)j / (float)result.width, (float)i / (float)result.height);
float temp = newColor.r;
newColor.r = newColor.b;
newColor.b = temp;
result.SetPixel(j, i, newColor);
}
}
result.Apply();
return result;
}
对于大多数纹理,更快的是使用GetPixels32,它返回低精度颜色数据,而无需进行昂贵的整数到浮点转换。其中Color数组是Texture2D从左到右,从下到上的像素
Texture2D ChangeRGB(Texture2D source)
{
Texture2D result = new Texture2D(source.width, source.height, TextureFormat.RGB24, false);
for (int i = 0; i < result.height; ++i)
{
for (int j = 0; j < result.width; ++j)
{
result.SetPixel(j, result.height - i, source.GetPixelBilinear((float)j / (float)result.width, (float)i / (float)result.height));
}
}
result.Apply();
return result;
}
下面代码和上面代码功能是一样的,都是将图片上下并镜像翻转,但是速度却快了近一倍
Texture2D ChangeRGB(Texture2D source)
{
Texture2D result = new Texture2D(source.width, source.height, TextureFormat.RGB24, false);
Color32[] sourceColor = source.GetPixels32();
Color32[] newColor = new Color32[sourceColor.Length];
for (int i = 0; i < result.height; ++i)
{
for (int j = 0; j < result.width; ++j)
{
newColor[(result.width * (result.height - i - 1)) + j] = sourceColor[(result.width * i) + j];
}
}
result.SetPixels32(newColor);
result.Apply();
return result;
}
或
Texture2D ChangeRGB(Texture2D source)
{
Texture2D result = new Texture2D(source.width, source.height, TextureFormat.RGB24, false);
Color32[] sourceColor = source.GetPixels32();
Color32[] newColor = new Color32[sourceColor.Length];
int currentR = 0;//当前的行
int currentC = 0;//当前的列
for (int i = 0; i < sourceColor.Length; i++)
{
if (i % result.width == 0)
{
currentR = i / result.width;
currentC = 0;
}
else
{
currentC++;
}
newColor[(result.width * (result.height - currentR - 1)) + currentC] = sourceColor[(result.width * currentR) + currentC];
}
result.SetPixels32(newColor);
result.Apply();
return result;
}
附:
//顺时针旋转90度
Texture2D ChangeRGB(Texture2D source)
{
Texture2D result = new Texture2D( source.height, source.width, TextureFormat.RGB24, false);
Color32[] sourceColor = source.GetPixels32();
Color32[] newColor = new Color32[sourceColor.Length];
for (int i = 0; i < source.height; ++i)
{
for (int j = 0; j < source.width; ++j)
{
newColor[(source.height * (source.width - 1-j)) + i] = sourceColor[(source.width * i) + j];
}
}
result.SetPixels32(newColor);
result.Apply();
return result;
}
//逆时针旋转90度
Texture2D ChangeRGB(Texture2D source)
{
Texture2D result = new Texture2D( source.height, source.width, TextureFormat.RGB24, false);
Color32[] sourceColor = source.GetPixels32();
Color32[] newColor = new Color32[sourceColor.Length];
for (int i = 0; i < source.height; ++i)
{
for (int j = 0; j < source.width; ++j)
{
newColor[(source.height * j) + (source.height-1-i)] = sourceColor[(source.width * i) + j];
}
}
result.SetPixels32(newColor);
result.Apply();
return result;
}
4、将Texture转为Texture2D,参数可传入Texture也可传入WebCamTexture类型的参数,和上述的“1”配合使用,可将摄像头的数据保存为图片
Texture2D TextureToTexture2D(Texture texture)
{
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
RenderTexture currentRT = RenderTexture.active;
RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
Graphics.Blit(texture, renderTexture);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = currentRT;
RenderTexture.ReleaseTemporary(renderTexture);
return texture2D;
}
5、屏幕截图
Texture2D frameBuffer;
Rect camRect;
frameBuffer = new Texture2D(width, height, TextureFormat.RGB24, false, false);
camRect = new Rect(0, 0, width, height);
frameBuffer.ReadPixels(camRect, 0, 0);
frameBuffer.Apply();