本文整理汇总了C#中RenderTexture类的典型用法代码示例。如果您正苦于以下问题:C# RenderTexture类的具体用法?C# RenderTexture怎么用?C# RenderTexture使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
RenderTexture类属于命名空间,在下文中一共展示了RenderTexture类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Terrain
public Terrain(Device device, String texture, int pitch, Renderer renderer)
{
HeightMap = new System.Drawing.Bitmap(@"Data/Textures/"+texture);
WaterShader = new WaterShader(device);
TerrainShader = new TerrainShader(device);
_width = HeightMap.Width-1;
_height = HeightMap.Height-1;
_pitch = pitch;
_terrainTextures = new ShaderResourceView[4];
_terrainTextures[0] = new Texture(device, "Sand.png").TextureResource;
_terrainTextures[1] = new Texture(device, "Grass.png").TextureResource;
_terrainTextures[2] = new Texture(device, "Ground.png").TextureResource;
_terrainTextures[3] = new Texture(device, "Rock.png").TextureResource;
_reflectionClippingPlane = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
_refractionClippingPlane = new Vector4(0.0f, -1.0f, 0.0f, 0.0f);
_noClippingPlane = new Vector4(0.0f, 1.0f, 0.0f, 10000);
_reflectionTexture = new RenderTexture(device, renderer.ScreenSize);
_refractionTexture = new RenderTexture(device, renderer.ScreenSize);
_renderer = renderer;
_bitmap = new Bitmap(device,_refractionTexture.ShaderResourceView,renderer.ScreenSize, new Vector2I(100, 100), 0);
_bitmap.Position = new Vector2I(renderer.ScreenSize.X - 100, 0);
_bitmap2 = new Bitmap(device, _reflectionTexture.ShaderResourceView, renderer.ScreenSize, new Vector2I(100, 100), 0);
_bitmap2.Position = new Vector2I(renderer.ScreenSize.X - 100, 120);
_bumpMap = _renderer.TextureManager.Create("OceanWater.png");
_skydome = new ObjModel(device, "skydome.obj", renderer.TextureManager.Create("Sky.png"));
BuildBuffers(device);
WaveTranslation = new Vector2(0,0);
}
开发者ID:ndech,项目名称:PlaneSimulator,代码行数:28,代码来源:Terrain.cs
示例2: OnRenderImage
protected virtual void OnRenderImage(RenderTexture source, RenderTexture destination)
{
material.SetVector("_RedClamp", red);
material.SetVector("_GreenClamp", green);
material.SetVector("_BlueClamp", blue);
Graphics.Blit(source, destination, material);
}
开发者ID:Fromfame,项目名称:RED,代码行数:7,代码来源:CC_ChannelClamper.cs
示例3: OnRenderImage
void OnRenderImage( RenderTexture source , RenderTexture destination )
{
#if UNITY_EDITOR
FindShaders ();
CheckSupport ();
CreateMaterials ();
#endif
agonyTint = Mathf.Clamp01 (agonyTint - Time.deltaTime * 2.75f);
RenderTexture tempRtLowA = RenderTexture.GetTemporary (source.width / 4, source.height / 4,0, rtFormat);
RenderTexture tempRtLowB = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0,rtFormat);
// prepare data
apply.SetColor ("_ColorMix", colorMix);
apply.SetVector ("_Parameter",new Vector4 (colorMixBlend * 0.25f, 0.0f, 0.0f, 1.0f - intensity - agonyTint));
// downsample & blur
Graphics.Blit (source, tempRtLowA, apply, agonyTint < 0.5f ? 1 : 5);
Graphics.Blit (tempRtLowA, tempRtLowB, apply, 2);
Graphics.Blit (tempRtLowB, tempRtLowA, apply, 3);
// apply
apply.SetTexture ("_Bloom", tempRtLowA);
Graphics.Blit (source, destination, apply, QualityManager.quality > Quality.Medium ? 4 : 0);
RenderTexture.ReleaseTemporary (tempRtLowA);
RenderTexture.ReleaseTemporary (tempRtLowB);
}
开发者ID:cn00,项目名称:U3D5_CSharp_AngryBots,代码行数:32,代码来源:MobileBloom.cs
示例4: LateUpdate
void LateUpdate()
{
if(_isActive != isActive)
{
_isActive = isActive;
if(isActive)
{
depthTexture = new RenderTexture(TextureSize,TextureSize, 16, RenderTextureFormat.ARGB32);
depthTexture.filterMode = FilterMode.Point;
}else
{
RenderTexture.DestroyImmediate(depthTexture);
}
}
if(isActive)
{
depthCamera.cullingMask = casterLayer;
depthCamera.orthographicSize = Size;
depthCamera.farClipPlane = Far;
depthCamera.Render();
Matrix4x4 depthProjectionMatrix = depthCamera.projectionMatrix;
Matrix4x4 depthViewMatrix = depthCamera.worldToCameraMatrix;
Matrix4x4 depthVP = depthProjectionMatrix * depthViewMatrix ;
Matrix4x4 depthVPBias = biasMatrix * depthVP;
Shader.SetGlobalMatrix("_depthVPBias", depthVPBias);
Shader.SetGlobalMatrix("_depthV", depthViewMatrix);
Shader.SetGlobalTexture("_kkShadowMap", depthCamera.targetTexture);
Shader.SetGlobalFloat("_bias", Bias);
Shader.SetGlobalFloat("_strength", 1 - Strength);
Shader.SetGlobalFloat("_texmapScale", 1f/TextureSize);
Shader.SetGlobalFloat("_farplaneScale", 1/Far);
}
}
开发者ID:kokichi88,项目名称:shadowmapping,代码行数:33,代码来源:GenerateDepthTexture2.cs
示例5: Create
// Make a material that points to the target texture. Texture scale
// and offset will be controlled by rect.
public void Create(RenderTexture target) {
meshRenderer.material = new Material(Shader.Find("Cardboard/GUIScreen")) {
mainTexture = target,
mainTextureOffset = rect.position,
mainTextureScale = rect.size
};
}
开发者ID:CaminhoneiroHell,项目名称:demo_cardboard,代码行数:9,代码来源:CardboardOnGUIWindow.cs
示例6: OnRenderImage
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (CheckResources()==false)
{
Graphics.Blit (source, destination);
return;
}
int rtW = source.width >> downsample;
int rtH = source.height >> downsample;
// downsample
RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
rt.filterMode = FilterMode.Bilinear;
Graphics.Blit (source, rt, material, 0);
Debug.Log("MSKFNAN");
if (!winner) {
material.SetVector("iResolution",new Vector4(Screen.width,Screen.height,0,0));
material.SetFloat("distFromOrigin", DistFromOrigin );
material.SetVector("buddyPos",BuddyBoy.transform.position);
material.SetFloat("distFromPath", DistFromPath );
material.SetVector("camForward",BuddyBoy.transform.forward);
material.SetVector("camRight",BuddyBoy.transform.right);
material.SetVector("camUp",BuddyBoy.transform.up);
}
Graphics.Blit (rt, destination);
RenderTexture.ReleaseTemporary (rt);
}
开发者ID:rbrt,项目名称:GGJ16,代码行数:33,代码来源:ShaderToy.cs
示例7: OnRenderImage
void OnRenderImage (RenderTexture source, RenderTexture destination){
Graphics.Blit(source,destination,mat);
//mat is the material which contains the shader
//we are passing the destination RenderTexture to
int width = Screen.width;
int height = Screen.height;
Debug.Log (width.ToString ());
Debug.Log (height.ToString ());
Texture2D tex = new Texture2D(width, height);
tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
if (flag == true) {
string[] blue = new string[width * height];
for (int i = 0; i < height; i++) {
for (int j=0; j < width; j++) {
blue[(i * width) + j] = tex.GetPixel (j, i).b.ToString ();
}
}
string output = string.Join(",", blue);
File.WriteAllText ("/Users/mettinger/Desktop/temp/output.txt", output);
flag = false;
}
Debug.Log (tex.GetPixel(x,y).b.ToString());
}
开发者ID:mettinger,项目名称:unity,代码行数:32,代码来源:PostProcessDepthGrayscale.cs
示例8: OnRenderImage
// Called by camera to apply image effect
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
base.material.SetFloat("_Intense1", intense1);
base.material.SetFloat("_Intense2", intense2);
base.material.SetFloat("_Count", count);
Graphics.Blit (source, destination, material);
}
开发者ID:lightnarcissus,项目名称:Hashtagger,代码行数:8,代码来源:PP_Scanlines.cs
示例9: OnRenderImage
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (_material == null) {
_material = new Material(_shader);
_material.hideFlags = HideFlags.DontSave;
}
if (_noise > 0.01f || _invert > 0.01f || _whiteout > 0.01f)
{
if (_noise > 0.01f)
{
_material.EnableKeyword("NOISE_ON");
_material.SetFloat("_NoiseThreshold", Mathf.Clamp01(1.0f - _noise * 1.2f));
_material.SetFloat("_NoiseDisplace", 0.01f + Mathf.Pow(_noise, 3) * 0.1f);
}
else
{
_material.DisableKeyword("NOISE_ON");
}
_material.SetFloat("_Invert", _invert);
_material.SetFloat("_Whiteout", _whiteout);
Graphics.Blit(source, destination, _material);
}
else
{
Graphics.Blit(source, destination);
}
}
开发者ID:Garridus,项目名称:VJ04,代码行数:30,代码来源:VJ04Vfx.cs
示例10: CreateTextures
public void CreateTextures()
{
if (texW == 0) texW = 1;//TODO rm
if (texH == 0) texH = 1;
if (texW == 0) throw new System.Exception("texW must be > 0");
if (texH == 0) throw new System.Exception("texH must be > 0");
texelSize = new Vector2(1f / texW, 1f / texH);
maxTexelDistance = texelSize.magnitude;
//Create textures
texCur = new RenderTexture(texW, texH, 0, RenderTextureFormat.RFloat);
texCur.enableRandomWrite = true;
texCur.generateMips = false;
texCur.Create();
texDest = new RenderTexture(texW, texH, 0, RenderTextureFormat.RFloat);
texDest.enableRandomWrite = true;
texDest.generateMips = false;
texCur.filterMode = FilterMode.Point;
texDest.Create();
//Clear textures
Graphics.SetRenderTarget(texCur);
GL.Clear(true, true, Color.white);
Graphics.SetRenderTarget(texDest);
GL.Clear(true, true, Color.white);
Graphics.SetRenderTarget(null);
//Instantiate material
renderMaterial = new Material(visibilityOverlayMaterial);
renderMaterial.SetTexture("_Mask", texCur);
}
开发者ID:XZelnar,项目名称:PlanetoidMapGen,代码行数:31,代码来源:MapChunkVisibilityOverlay.cs
示例11: ComputeFocusScores
public static void ComputeFocusScores(RenderTexture instanceIdBuffer, RenderTexture depthBuffer)
{
//ComputeShaderManager.Get.ComputeColorInfo.SetBuffer(3, "_ClearBuffer", GPUBuffers.Get.ProteinFocusScore);
//ComputeShaderManager.Get.ComputeColorInfo.Dispatch(3, Mathf.CeilToInt(SceneManager.Get.NumLipidInstances / 64.0f), 1, 1);
ComputeShaderManager.Get.ComputeColorInfo.SetBuffer(3, "_ClearBuffer", GPUBuffers.Get.ProteinFocusScore);
ComputeShaderManager.Get.ComputeColorInfo.Dispatch(3, Mathf.CeilToInt(SceneManager.Get.NumProteinInstances / 64.0f), 1, 1);
//*************************************************//
GPUBuffers.Get.IngredientsColorInfo.SetData(CPUBuffers.Get.IngredientsDisplayInfo.ToArray());
GPUBuffers.Get.IngredientGroupsColorInfo.SetData(CPUBuffers.Get.IngredientGroupsDisplayInfo.ToArray());
ComputeShaderManager.Get.ComputeColorInfo.SetInt("_Width", instanceIdBuffer.width);
ComputeShaderManager.Get.ComputeColorInfo.SetInt("_Height", instanceIdBuffer.height);
ComputeShaderManager.Get.ComputeColorInfo.SetTexture(4, "_DepthBuffer", depthBuffer);
ComputeShaderManager.Get.ComputeColorInfo.SetTexture(4, "_InstanceIdBuffer", instanceIdBuffer);
//ComputeShaderManager.Get.ComputeColorInfo.SetBuffer(4, "_IngredientsInfo", GPUBuffers.Get.IngredientsInfo);
//ComputeShaderManager.Get.ComputeColorInfo.SetBuffer(4, "_LipidInstancesInfo", GPUBuffers.Get.LipidInstancesInfo);
ComputeShaderManager.Get.ComputeColorInfo.SetBuffer(4, "_ProteinInstancesInfo", GPUBuffers.Get.ProteinInstancesInfo);
ComputeShaderManager.Get.ComputeColorInfo.SetBuffer(4, "_RWProteinFocusScore", GPUBuffers.Get.IngredientsColorInfo);
ComputeShaderManager.Get.ComputeColorInfo.Dispatch(4, Mathf.CeilToInt(instanceIdBuffer.width / 8.0f), Mathf.CeilToInt(instanceIdBuffer.height / 8.0f), 1);
}
开发者ID:matmuze,项目名称:cellVIEW_color,代码行数:28,代码来源:ColorCompositeUtils.cs
示例12: OnRenderImage
// Called by camera to apply image effect
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
material.SetFloat("_PixelWidth", pixelWidth);
material.SetFloat("_PixelHeight", pixelHeight);
Graphics.Blit (source, destination, material, 0);
}
开发者ID:vorrin,项目名称:samurai,代码行数:8,代码来源:Pixelated.cs
示例13: Start
// Use this for initialization
void Start()
{
//eyeDistance_s = S3DVM.eyeDistance;
//focalDistance_s = S3DVM.focalDistance;
camera = GetComponent<Camera>();
//leftEye = new GameObject ("leftEye");
//rightEye = new GameObject ("rightEye");
//leftEye.AddComponent<Camera>();
//rightEye.AddComponent<Camera>();
//leftEye.GetComponent<Camera>().CopyFrom (camera);
//rightEye.GetComponent<Camera>().CopyFrom (camera);
FrontRT = new RenderTexture ((int)(Screen.width*textureResolution), (int)(Screen.height*textureResolution), 24);
BackRT = new RenderTexture ((int)(Screen.width*textureResolution), (int)(Screen.height*textureResolution), 24);
FrontCam.GetComponent<Camera>().targetTexture = FrontRT;
BackCam.GetComponent<Camera>().targetTexture = BackRT;
MergedCameras.SetTexture ("_FrontTex", FrontRT);
MergedCameras.SetTexture ("_BackTex", BackRT);
}
开发者ID:merlinsaw,项目名称:diplom,代码行数:26,代码来源:CameraMapping.cs
示例14: CaptureCamera
/// <summary>
/// 对相机截图。
/// </summary>
/// <returns>The screenshot2.</returns>
/// <param name="camera">Camera.要被截屏的相机</param>
/// <param name="rect">Rect.截屏的区域</param>
Texture2D CaptureCamera(Camera camera, Rect rect)
{
// 创建一个RenderTexture对象
Debug.Log(rect.width + " " + rect.height);
RenderTexture rt = new RenderTexture((int)rect.width, (int)rect.height, 0);
// 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机
camera.targetTexture = rt;
camera.Render();
//--- 如果这样加上第二个相机,可以实现只截图某几个指定的相机一起看到的图像。
//camera2.targetTexture = rt;
//camera2.Render();
//-------------------------------------------------------------------
// 激活这个rt, 并从中中读取像素。
RenderTexture.active = rt;
Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGB24, false);
screenShot.ReadPixels(rect, 0, 0);// 注:这个时候,它是从RenderTexture.active中读取像素
screenShot.Apply();
// 重置相关参数,以使用camera继续在屏幕上显示
camera.targetTexture = null;
//ps: camera2.targetTexture = null;
RenderTexture.active = null; // JC: added to avoid errors
GameObject.Destroy(rt);
CacheFactory.SaveToPicture(screenShot, "/ScreenShot.png",CacheFactory.PictureType.JPG);
return screenShot;
}
开发者ID:xiaozhuzhaoge,项目名称:QinCloudSuper,代码行数:32,代码来源:Screenshot.cs
示例15: Render4TapQuad
// =============================================================================
// =============================================================================
// METHODS STATIC --------------------------------------------------------------
private static void Render4TapQuad( RenderTexture dest, float offsetX, float offsetY )
{
GL.Begin( GL.QUADS );
// Direct3D needs interesting texel offsets!
Vector2 off = Vector2.zero;
if( dest != null )
{
off = dest.GetTexelOffset()*0.75f;
}
Set4TexCoords( off.x, off.y, offsetX, offsetY );
GL.Vertex3( 0f, 0f, 0.1f );
Set4TexCoords( 1.0f + off.x, off.y, offsetX, offsetY );
GL.Vertex3( 1f, 0f, 0.1f );
Set4TexCoords( 1.0f + off.x, 1.0f + off.y, offsetX, offsetY );
GL.Vertex3( 1f, 1f, 0.1f );
Set4TexCoords( off.x, 1.0f + off.y, offsetX, offsetY );
GL.Vertex3( 0f, 1f, 0.1f );
GL.End();
}
开发者ID:Jonas90,项目名称:iss,代码行数:28,代码来源:FunkyGlowingThingsEffect.cs
示例16: Bake
public Material Bake()
{
Camera camera = transform.FindChild("Camera").camera;
RenderTexture render_texture = new RenderTexture(256, 256, 24, RenderTextureFormat.Default, RenderTextureReadWrite.Default);
render_texture.useMipMap = true;
render_texture.filterMode = FilterMode.Trilinear;
render_texture.mipMapBias = -0.5f;
camera.targetTexture = render_texture;
transform.FindChild("Title").gameObject.layer = LayerMask.NameToLayer("Active Card Render Texture");
transform.FindChild("Rules").gameObject.layer = LayerMask.NameToLayer("Active Card Render Texture");
Transform tile_mesh = transform.FindChild("Tile_base").FindChild("default");
Material material = new Material(tile_mesh.renderer.material);
material.mainTexture = render_texture;
camera.Render();
transform.FindChild("Title").gameObject.layer = LayerMask.NameToLayer("Card Render Texture");
transform.FindChild("Rules").gameObject.layer = LayerMask.NameToLayer("Card Render Texture");
Material return_material = new Material(multiply);
return_material.mainTexture = render_texture;
return return_material;
}
开发者ID:JamesWilko,项目名称:FTJ,代码行数:26,代码来源:TileScript.cs
示例17: Screenshot
IEnumerator Screenshot()
{
if (!Directory.Exists(outPath))
{
Directory.CreateDirectory(outPath);
}
while (record)
{
/*counter++;
Application.CaptureScreenshot(outPath + counter.ToString("D8") + ".png", 0);
UnityEngine.Debug.Log("PNG Created " + counter);
yield return new WaitForSeconds(recordStep);*/
counter++;
RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
camera.targetTexture = rt;
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
camera.Render();
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
camera.targetTexture = null;
RenderTexture.active = null; // JC: added to avoid errors
Destroy(rt);
byte[] bytes = screenShot.EncodeToPNG();
string filename = outPath + counter.ToString("D8") + ".png";//8 didget naming scheme limits us to videos roughly 28.9 days long
System.IO.File.WriteAllBytes(filename, bytes);
UnityEngine.Debug.Log(string.Format("Took screenshot to: {0}", filename));
yield return new WaitForSeconds(recordStep);
}
yield break;
}
开发者ID:denzelr,项目名称:UnityRecording,代码行数:30,代码来源:CapturePNG.cs
示例18: OnRenderImage
void OnRenderImage(RenderTexture source, RenderTexture dest)
{
if (m_Shader != null)
{
Material.SetColor("_SephiaColor", m_Sephia);
Material.SetFloat("_VignetteAmount", m_VignetteAmount);
Material.SetFloat("_OldEffectAmount", m_OldEffectAmount);
if (m_Vignette)
Material.SetTexture("_Vignette", m_Vignette);
if (m_Scratches)
{
Material.SetTexture("_Scratches", m_Scratches);
Material.SetFloat("_ScratchesXSpeed", m_ScratchesXSpeed);
Material.SetFloat("_ScratchesYSpeed", m_ScratchesYSpeed);
}
if (m_Dust)
{
Material.SetTexture("_Dust", m_Dust);
Material.SetFloat("_DustXSpeed", m_DustXSpeed);
Material.SetFloat("_DustYSpeed", m_DustYSpeed);
Material.SetFloat("_RandomValue", m_RandomValue);
}
Graphics.Blit(source, dest, Material);
}
else
Graphics.Blit(source, dest, null);
}
开发者ID:Shahdee,项目名称:shaders,代码行数:32,代码来源:OldMovie.cs
示例19: OnRenderImage
void OnRenderImage(RenderTexture src,RenderTexture dst)
{
RenderTexture blurTex = RenderTexture.GetTemporary(Screen.width /1, Screen.height / 1);
//
Graphics.Blit(src, blurTex, mat,0);
//Graphics.Blit(blurTex, dst);
RenderTexture buffer = RenderTexture.GetTemporary(src.width / 4, src.height / 4, 0);
RenderTexture buffer2 = RenderTexture.GetTemporary(src.width / 4, src.height / 4, 0);
DownSample4x(blurTex, buffer);//
// Graphics.Blit(buffer, dst);
bool oddEven = true;
for (int i = 0; i < times; i++)
{
if (oddEven)
FourTapCone(buffer, buffer2, i);
else
FourTapCone(buffer2, buffer, i);
oddEven = !oddEven;
}
if (oddEven)
{
mat.SetTexture("_Energy", buffer);
Graphics.Blit(src, dst,mat,1);
}
else
{
mat.SetTexture("_Energy", buffer2);
Graphics.Blit(src, dst,mat,1);
}
RenderTexture.ReleaseTemporary(buffer);
RenderTexture.ReleaseTemporary(buffer2);
RenderTexture.ReleaseTemporary(blurTex);
}
开发者ID:trojanfoe,项目名称:UnityShader,代码行数:35,代码来源:BlurEnergy_2Blur.cs
示例20: CaptureCamera
/// <summary>
/// 对相机截图。
/// </summary>
/// <returns>The screenshot2.</returns>
/// <param name="camera">Camera.要被截屏的相机</param>
/// <param name="rect">Rect.截屏的区域</param>
public static Texture2D CaptureCamera(string _fileParentPath, string _fileName)
{
// 创建一个RenderTexture对象
RenderTexture rt = new RenderTexture((int)Screen.width, (int)Screen.height, 24);
// 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机
Camera.main.targetTexture = rt;
Camera.main.Render();
//ps: --- 如果这样加上第二个相机,可以实现只截图某几个指定的相机一起看到的图像。
//ps: camera2.targetTexture = rt;
//ps: camera2.Render();
//ps: -------------------------------------------------------------------
// 激活这个rt, 并从中中读取像素。
RenderTexture.active = rt;
screenShot = new Texture2D((int)Screen.width * 3 / 4, (int)Screen.height, TextureFormat.RGB24, false);
screenShot.ReadPixels(new Rect(Screen.width * 1 / 8, 0, Screen.width * 3 / 4, Screen.height), 0, 0);// 注:这个时候,它是从RenderTexture.active中读取像素
screenShot.Apply();
// 重置相关参数,以使用camera继续在屏幕上显示
Camera.main.targetTexture = null;
//ps: camera2.targetTexture = null;
RenderTexture.active = null; // JC: added to avoid errors
GameObject.Destroy(rt);
// 最后将这些纹理数据,成一个png图片文件
//byte[] bytes = screenShot.EncodeToPNG();
byte[] bytes = screenShot.EncodeToJPG();
string filename = _fileParentPath + _fileName;
System.IO.File.WriteAllBytes(filename, bytes);
return screenShot;
}
开发者ID:sorpcboy,项目名称:moredo,代码行数:37,代码来源:ScreenShot.cs
注:本文中的RenderTexture类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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