Forked from bitbutter/TransparentBackgroundScreenshotRecorder.cs
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April 14, 2024 14:10
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Save image sequence in Unity with transparent background.
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using UnityEngine; | |
using System.Collections; | |
using System.IO; | |
using UnityEngine.Rendering.Universal; | |
/* | |
Usage: | |
1. Attach this script to your chosen camera's game object. | |
2. Set that camera's Clear Flags field to Solid Color. | |
3. Use the inspector to set frameRate and framesToCapture | |
4. Choose your desired resolution in Unity's Game window (must be less than or equal to your screen resolution) | |
5. Turn on "Maximise on Play" | |
6. Play your scene. Screenshots will be saved to YourUnityProject/Screenshots by default. | |
*/ | |
public class ImageSequenceRecorderWithTransparentBackground : MonoBehaviour | |
{ | |
#region public fields | |
[Tooltip("A folder will be created with this base name in your project root")] | |
public string folderBaseName = "Screenshots"; | |
[Tooltip("How many frames should be captured per second of game time")] | |
public int frameRate = 24; | |
[Tooltip("How many frames should be captured before quitting")] | |
public int framesToCapture = 24; | |
#endregion | |
#region private fields | |
private string folderName = ""; | |
private GameObject whiteCamGameObject; | |
private Camera whiteCam; | |
private UniversalAdditionalCameraData whiteCamAddData; | |
private GameObject blackCamGameObject; | |
private Camera blackCam; | |
private UniversalAdditionalCameraData blackCamAddData; | |
private Camera mainCam; | |
private int videoFrame = 0; // how many frames we've rendered | |
private float originalTimescaleTime; | |
private bool done = false; | |
private int screenWidth; | |
private int screenHeight; | |
[SerializeField] bool _postProcessing = false; | |
[SerializeField] private Texture2D textureBlack; | |
[SerializeField] private Texture2D textureWhite; | |
[SerializeField] private Texture2D textureTransparentBackground; | |
#endregion | |
void Awake() | |
{ | |
mainCam = gameObject.GetComponent<Camera>(); | |
CreateBlackAndWhiteCameras(); | |
CreateNewFolderForScreenshots(); | |
CacheAndInitialiseFields(); | |
Time.captureFramerate = frameRate; | |
} | |
void LateUpdate() | |
{ | |
if (!done) | |
{ | |
StartCoroutine(CaptureFrame()); | |
} | |
else | |
{ | |
Debug.Log("Complete! " + videoFrame + " videoframes rendered. File names are 0 indexed)"); | |
Debug.Break(); | |
} | |
} | |
IEnumerator CaptureFrame() | |
{ | |
yield return new WaitForEndOfFrame(); | |
if (videoFrame < framesToCapture) | |
{ | |
RenderCamToTexture(whiteCam, textureWhite); | |
RenderCamToTexture(blackCam, textureBlack); | |
CalculateOutputTexture(); | |
SavePng(); | |
videoFrame++; | |
Debug.Log("Rendered frame " + videoFrame); | |
} | |
else | |
{ | |
done = true; | |
StopCoroutine("CaptureFrame"); | |
} | |
} | |
void RenderWiteRT2Texture() | |
{ | |
} | |
void RenderCamToTexture(Camera cam, Texture2D tex) | |
{ | |
RenderTexture renderTexture; | |
if (_postProcessing) | |
{ | |
renderTexture = new RenderTexture(screenWidth, screenHeight, 0, RenderTextureFormat.DefaultHDR); | |
} | |
else | |
{ | |
renderTexture = new RenderTexture(screenWidth, screenHeight, 16); | |
} | |
cam.targetTexture = renderTexture; | |
cam.Render(); | |
RenderTexture.active = renderTexture; | |
WriteScreenImageToTexture(tex); | |
cam.targetTexture = null; | |
RenderTexture.active = null; | |
Destroy(renderTexture); | |
renderTexture = null; | |
} | |
void WriteScreenImageToTexture(Texture2D tex) | |
{ | |
tex.ReadPixels(new Rect(0, 0, screenWidth, screenHeight), 0, 0); | |
tex.Apply(); | |
} | |
void CreateBlackAndWhiteCameras() | |
{ | |
blackCamGameObject = (GameObject)new GameObject(); | |
blackCamGameObject.name = "Black Background Camera"; | |
blackCam = blackCamGameObject.AddComponent<Camera>(); | |
blackCamAddData = blackCamGameObject.AddComponent<UniversalAdditionalCameraData>(); | |
blackCamAddData.renderPostProcessing = true; | |
blackCam.CopyFrom(mainCam); | |
blackCam.backgroundColor = Color.black; | |
blackCamGameObject.transform.SetParent(gameObject.transform, true); | |
whiteCamGameObject = (GameObject)new GameObject(); | |
whiteCamGameObject.name = "White Background Camera"; | |
whiteCam = whiteCamGameObject.AddComponent<Camera>(); | |
whiteCamAddData = whiteCamGameObject.AddComponent<UniversalAdditionalCameraData>(); | |
whiteCamAddData.renderPostProcessing = true; | |
whiteCam.CopyFrom(mainCam); | |
whiteCam.backgroundColor = Color.white; | |
whiteCamGameObject.transform.SetParent(gameObject.transform, true); | |
} | |
void CreateNewFolderForScreenshots() | |
{ | |
// Find a folder name that doesn't exist yet. Append number if necessary. | |
folderName = folderBaseName; | |
int count = 1; | |
while (System.IO.Directory.Exists(folderName)) | |
{ | |
folderName = folderBaseName + count; | |
count++; | |
} | |
System.IO.Directory.CreateDirectory(folderName); // Create the folder | |
} | |
void CalculateOutputTexture() | |
{ | |
Color color; | |
for (int y = 0; y < textureTransparentBackground.height; ++y) | |
{ | |
// each row | |
for (int x = 0; x < textureTransparentBackground.width; ++x) | |
{ | |
// each column | |
float alpha = textureWhite.GetPixel(x, y).r - textureBlack.GetPixel(x, y).r; | |
alpha = 1.0f - alpha; | |
if (alpha == 0) | |
{ | |
color = Color.clear; | |
} | |
else | |
{ | |
color = textureBlack.GetPixel(x, y) / 1; | |
} | |
color.a = alpha; | |
textureTransparentBackground.SetPixel(x, y, color); | |
} | |
} | |
} | |
void SavePng() | |
{ | |
string name = string.Format("{0}/{1:D04} shot.png", folderName, videoFrame); | |
var pngShot = textureTransparentBackground.EncodeToPNG(); | |
File.WriteAllBytes(name, pngShot); | |
} | |
void CacheAndInitialiseFields() | |
{ | |
originalTimescaleTime = Time.timeScale; | |
//Output the current screen window width in the console | |
var size = GetMainGameViewSize(); | |
screenWidth = (int)size.x; | |
screenHeight = (int)size.y; | |
textureBlack = new Texture2D(screenWidth, screenHeight, TextureFormat.RGB9e5Float, false); | |
textureWhite = new Texture2D(screenWidth, screenHeight, TextureFormat.RGB9e5Float, false); | |
textureTransparentBackground = new Texture2D(screenWidth, screenHeight, TextureFormat.RGB9e5Float, false); | |
} | |
public static Vector2 GetMainGameViewSize() | |
{ | |
System.Type T = System.Type.GetType("UnityEditor.GameView,UnityEditor"); | |
System.Reflection.MethodInfo GetSizeOfMainGameView = T.GetMethod("GetSizeOfMainGameView", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static); | |
System.Object Res = GetSizeOfMainGameView.Invoke(null, null); | |
return (Vector2)Res; | |
} | |
} |
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you're welcome and glad it worked.