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前言
unity版本2019.3.7f1
本文提供两种截图方式,都是亲测可用。
第一种使用GL画线来实现
第二种使用Image来实现
总的逻辑都是一样的。
下面是两种方式的效果图:
提示:以下是本篇文章正文内容,下面案例可供参考
一、第一种方法
使用GL来画一个框,作为截图区域。
(1)简介GL
Graphics Library(简称 GL),包含一系列类似 OpenGL 的 Immediate 模式的渲染指令,比 Graphic.DrawMesh() 更高效。GL 是立即执行的,如果在Update() 方法里调用,它们将在相机渲染前执行,相机渲染前会清空屏幕,GL 渲染效果将无法看到。
(2) GL 用法:
在相机上挂脚本,并在 OnPostRender() 方法里执行(MonoBehaviour的生命周期)。GL 渲染的图像不需要 GameObject 承载,在 Hierarchy 窗口不会生成 GameObject 对象。
另外需要给一个Material 作为材质
(3)具体代码
记得挂载在相机上,并且给一个Material 。
/**********************************************************************
文件信息
文件名(File Name): SelectScreenshot.cs
作者(Author): 野区捕龙为宠
创建时间(CreateTime): #CREATETIME#
**********************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
using System.IO;
namespace Twq
{
public class SelectScreenshot : MonoBehaviour
{
private Color rColor = Color.green;
private Vector3 start = Vector3.zero;
private Vector3 end = Vector3.zero;
public Material rMat;
private bool drawFlag = false;
private Rect rect;
private Texture2D cutImage;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
drawFlag = true;//如果鼠标左键按下 设置开始画线标志
start = Input.mousePosition;//记录按下位置
end = Input.mousePosition;//鼠标当前位置
}
else if (Input.GetMouseButtonUp(0))
{
drawFlag = false;//如果鼠标左键放开 结束画线
}
if (Input.GetKeyDown(KeyCode.M))
{
StartCoroutine(CutImage());
}
}
//绘制框选
void OnPostRender()
{
//画线这种操作推荐在OnPostRender()里进行 而不是直接放在Update,所以需要标志来开启
if (drawFlag)
{
end = Input.mousePosition;//鼠标当前位置
}
GL.PushMatrix();//保存摄像机变换矩阵
if (!rMat)
return;
rMat.SetPass(0);
GL.LoadPixelMatrix();//设置用屏幕坐标绘图
GL.Begin(GL.LINES);
GL.Color(rColor);//设置方框的边框颜色 边框不透明
GL.Vertex3(start.x, start.y, 0);
GL.Vertex3(end.x, start.y, 0);
GL.Vertex3(end.x, start.y, 0);
GL.Vertex3(end.x, end.y, 0);
GL.Vertex3(end.x, end.y, 0);
GL.Vertex3(start.x, end.y, 0);
GL.Vertex3(start.x, end.y, 0);
GL.Vertex3(start.x, start.y, 0);
GL.End();
GL.PopMatrix();//恢复摄像机投影矩阵
}
IEnumerator CutImage()
{
string date = System.DateTime.Now.ToString("yyyyMMddHHmmss");
//图片大小
cutImage = new Texture2D((int)(end.x - start.x), (int)(start.y - end.y), TextureFormat.RGB24, true);
//坐标左下角为0
rect = new Rect((int)start.x, Screen.height - (int)(Screen.height - end.y), (int)(end.x - start.x), (int)(start.y - end.y));
yield return new WaitForEndOfFrame();
cutImage.ReadPixels(rect, 0, 0, true);
cutImage.Apply();
yield return cutImage;
byte[] byt = cutImage.EncodeToPNG();
//保存截图
File.WriteAllBytes(Application.streamingAssetsPath + "/ImageName" + date + ".png", byt);
}
}
}
二、第二种方法
原理都差不多,第二种扩展性更好一些。
需要创建4个UI,来充当线框。并设置好Anchors。
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第一步:
创建一个父节点,以及子节点。如下图:
第二步
分别创建4个UI,充当4边线框,并设置每个边其Anchors。如下图:
第三步 代码
using System.Collections;
using System.Collections.Generic;
//using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class MarkerPointSet : MonoBehaviour
{
private Vector3 m_Point;
// private PointBase m_PointBase;
private List<GameObject> m_Images = new List<GameObject>();
List<Texture2D> m_AddListTexture = new List<Texture2D>();
//private BaoGaoPoint m_BaoGaoPoint;
private Texture2D m_screenShot;
//画框截图
public GameObject m_LineNode;
public GameObject m_LeftLine;
public GameObject m_RightLine;
public GameObject m_DownLine;
public GameObject m_UpLine;
private Vector3 m_StartLine = Vector3.zero;
private Vector3 m_EndLien = Vector3.zero;
private bool m_IsScreens = false;
private bool m_IsMouseEnd = false;
void Start()
{
m_IsScreens = true;
}
private void Update()
{
if (m_IsScreens == true)
{
m_EndLien = Input.mousePosition;
if (Input.GetMouseButtonDown(0))
{
m_StartLine = Input.mousePosition;
m_LineNode.gameObject.SetActive(true);
m_IsMouseEnd = true;
}
else if(Input.GetMouseButtonUp(0))
{
if (m_IsMouseEnd == true)
{
m_EndLien = Input.mousePosition;
m_IsScreens = false;
m_IsMouseEnd = false;
//m_Buttons.SetActive(true);
//m_Buttons.transform.position = Input.mousePosition;
int _x = (int)m_StartLine.x;
int _y = (int)m_StartLine.y;
int _w = (int) (m_StartLine.x - m_EndLien.x);
int _h = (int)(m_StartLine.y - m_EndLien.y);
if (_w < 0)
{
_w = Mathf.Abs(_w);
}
else
{
_x -= _w;
}
if (_h < 0)
{
_h = Mathf.Abs(_h);
}
else
{
_y -= _h;
}
StartCoroutine(CaptureScreen(new Rect(_x,_y,_w,_h)));
}
}
if (m_IsMouseEnd == true)
{
UpdateLine();
}
}
}
private void UpdateLine()
{
m_LeftLine.transform.position = m_StartLine;
m_DownLine.transform.position = m_StartLine;
m_RightLine.transform.position = m_EndLien;
m_UpLine.transform.position = m_EndLien;
float _x = m_StartLine.x - m_EndLien.x;
float _y = m_StartLine.y - m_EndLien.y;
if (_x >=0)
{
RectTransform _dtrans = m_DownLine.GetComponent<RectTransform>();
_dtrans.sizeDelta = new Vector2(_x,2f);
RectTransform _utrans = m_UpLine.GetComponent<RectTransform>();
_utrans.sizeDelta = new Vector2(_x, 2f);
_dtrans.localScale = new Vector3(-1f,1f,1f);
_utrans.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
_x = Mathf.Abs(_x);
RectTransform _dtrans = m_DownLine.GetComponent<RectTransform>();
_dtrans.sizeDelta = new Vector2(_x, 2f);
RectTransform _utrans = m_UpLine.GetComponent<RectTransform>();
_utrans.sizeDelta = new Vector2(_x, 2f);
_dtrans.localScale = new Vector3(1f, 1f, 1f);
_utrans.localScale = new Vector3(1f, 1f, 1f);
}
if (_y >= 0)
{
RectTransform _dtrans = m_LeftLine.GetComponent<RectTransform>();
_dtrans.sizeDelta = new Vector2(2f, _y);
RectTransform _utrans = m_RightLine.GetComponent<RectTransform>();
_utrans.sizeDelta = new Vector2(2f, _y);
_dtrans.localScale = new Vector3(1f, -1f, 1f);
_utrans.localScale = new Vector3(1f, -1f, 1f);
}
else
{
_y = Mathf.Abs(_y);
RectTransform _dtrans = m_LeftLine.GetComponent<RectTransform>();
_dtrans.sizeDelta = new Vector2(2f, _y);
RectTransform _utrans = m_RightLine.GetComponent<RectTransform>();
_utrans.sizeDelta = new Vector2(2f, _y);
_dtrans.localScale = new Vector3(1f, 1f, 1f);
_utrans.localScale = new Vector3(1f, 1f, 1f);
}
}
private IEnumerator CaptureScreen(Rect rect)
{
yield return new WaitForEndOfFrame();
//不显示UI截图
RenderTexture _rt = new RenderTexture(1920,1080,0);
Camera.main.targetTexture = _rt;//传到主摄像机上
Camera.main.Render();//渲染
RenderTexture.active = _rt;
m_screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
m_screenShot.ReadPixels(rect, 0, 0);
m_screenShot.Apply();
Camera.main.targetTexture = null;
RenderTexture.active = null;
Destroy(_rt);
//m_Image.gameObject.SetActive(true);
//m_Image.rectTransform.sizeDelta = new Vector2(m_screenShot.width, m_screenShot.height);
//图片设置
//m_Image.sprite = Sprite.Create(m_screenShot, new Rect(0, 0, m_screenShot.width, m_screenShot.height), Vector2.zero);
yield break;
}
}
项目链接: link:
总结
好记性不如烂笔头