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[MenuItem("生成图片/CreatPic")]
public static void A()
{
Camera cam = Camera.main;
//可修改数值 new RenderTexture(4096, 4096, 32);
RenderTexture cubemap = new RenderTexture(2048, 2048, 16);
cubemap.dimension = TextureDimension.Cube;
cam.RenderToCubemap(cubemap, 63, Camera.MonoOrStereoscopicEye.Mono);
//可修改数值 new RenderTexture(4096, 4096, 32);
RenderTexture equirect = new RenderTexture(1920, 1080, 8);
cubemap.ConvertToEquirect(equirect, Camera.MonoOrStereoscopicEye.Mono);
RenderTexture.active = equirect;
Texture2D tex = new Texture2D(equirect.width, equirect.height, TextureFormat.ARGB32, false, true);
tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
RenderTexture.active = null;
GL.Clear(true, true, Color.black);
tex.Apply();
byte[] bytes = tex.EncodeToTGA();
CreateDirectroryOfFile(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "\\全景图\\)");
System.IO.File.WriteAllBytes(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop)
+ "\\全景图\\" + System.DateTime.Now.Ticks + ".tga", bytes);
}
public static void CreateDirectroryOfFile(string filePath)
{
Debug.Log($"CreateDirectrory {filePath}[folder_path],");
if (!string.IsNullOrEmpty(filePath))
{
string dir_name = Path.GetDirectoryName(filePath);
if (!Directory.Exists(dir_name))
{
Debug.Log($"No Exists {dir_name}[dir_name],");
Directory.CreateDirectory(dir_name);
}
else
{
Debug.Log($"Exists {dir_name}[dir_name],");
}
}
}
我们的脚本部分写完左上角的菜单栏中会出现生成图片四个字
打开这个选项我们可以看到CreatPic
然后我们点击后就可以执行完毕
会自动在我们的桌面创建文件夹然后把图片存储进去
Camera cam;
RenderTexture cubemap;
RenderTexture equirect;
[Header("生成次数 true为连续生成")][SerializeField] private bool ison;
void Start()
{
cam = Camera.main;
cubemap = new RenderTexture(4096, 4096, 32);
cubemap.dimension = TextureDimension.Cube;
equirect = new RenderTexture(4096, 2048, 32);
StartCoroutine(B());
}
// Update is called once per frame
void Update()
{
if (ison)
{
StartCoroutine(B());
}
}
IEnumerator B()
{
if (ison)
{
while (true)
{
Creat();
yield return new WaitForSecondsRealtime(0.04F);
}
}
else
{
Creat();
}
yield return null;
}
public void Creat()
{
cam.RenderToCubemap(cubemap, 63, Camera.MonoOrStereoscopicEye.Mono);
cubemap.ConvertToEquirect(equirect, Camera.MonoOrStereoscopicEye.Mono);
RenderTexture.active = equirect;
Texture2D tex = new Texture2D(equirect.width, equirect.height, TextureFormat.ARGB32, false, true);
tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
RenderTexture.active = null;
GL.Clear(true, true, Color.black);
tex.Apply();
byte[] bytes = tex.EncodeToTGA();
CreateDirectroryOfFile(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "\\全景图\\)");
System.IO.File.WriteAllBytes(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop)
+ "\\全景图\\" + System.DateTime.Now.Ticks + ".tga", bytes);
}
public static void CreateDirectroryOfFile(string filePath)
{
Debug.Log($"CreateDirectrory {filePath}[folder_path],");
if (!string.IsNullOrEmpty(filePath))
{
string dir_name = Path.GetDirectoryName(filePath);
if (!Directory.Exists(dir_name))
{
Debug.Log($"No Exists {dir_name}[dir_name],");
Directory.CreateDirectory(dir_name);
}
else
{
Debug.Log($"Exists {dir_name}[dir_name],");
}
}
}
动态存储的方法 很简单 随便放置一个空物体然后把我们的脚本放置上去就可以了
其中注意我们的脚本上会有一个bool值 此值的作用为True的时候会连续存储图片