unity 相机截图

    ///

    /// 针对相机的截图

    ///

    public void CameraScreenShot(){

       

        Rect rect = new Rect(0,0,Screen.width,Screen.height);

        RenderTexture renderTexture = RenderTexture.GetTemporary((int)rect.width,(int)rect.height,0, RenderTextureFormat.ARGB32);

       

        #region 默认内置渲染管线或者urp渲染管线(相机都是Base模式),多个相机截图的顺序是depth越小越在前渲染,如下,最终就是两个相机的画面结合

        // Camera.main.targetTexture = renderTexture;

        // Camera.main.Render();

        // camera.targetTexture = renderTexture;

        // camera.Render();

       #endregion

       #region  urp渲染管线(base和overlay两种相机) 多个相机截图的顺序是先渲染overlay的相机再是Base的相机。如下,最终就是两个相机的画面结合

        // camera.targetTexture = renderTexture;

        // camera.Render();

        Camera.main.targetTexture = renderTexture;

        Camera.main.Render();

       

       #endregion

        RenderTexture.active = renderTexture;

        Texture2D texture2D = new Texture2D((int)rect.width,(int)rect.height,TextureFormat.ARGB32,false);

        texture2D.ReadPixels(rect,0,0);

        texture2D.Apply(false);

        Camera.main.targetTexture = null;

        camera.targetTexture = null;

        RenderTexture.active = null;

        image.sprite = Sprite.Create(texture2D,rect,new Vector2(0.5f,0.5f));

        RenderTexture.ReleaseTemporary(renderTexture);

    }

在这里只是记录一下多相机截图并不包含保存、加入文字水印等方式

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