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[Unity] Save RenderTexture to image file
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using UnityEngine; | |
using UnityEditor; | |
public class SaveRenderTextureToFile { | |
[MenuItem("Assets/Save RenderTexture to file")] | |
public static void SaveRTToFile() | |
{ | |
RenderTexture rt = Selection.activeObject as RenderTexture; | |
RenderTexture.active = rt; | |
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGB24, false); | |
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); | |
RenderTexture.active = null; | |
byte[] bytes; | |
bytes = tex.EncodeToPNG(); | |
string path = AssetDatabase.GetAssetPath(rt) + ".png"; | |
System.IO.File.WriteAllBytes(path, bytes); | |
AssetDatabase.ImportAsset(path); | |
Debug.Log("Saved to " + path); | |
} | |
[MenuItem("Assets/Save RenderTexture to file", true)] | |
public static bool SaveRTToFileValidation() | |
{ | |
return Selection.activeObject is RenderTexture; | |
} | |
} |
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using UnityEngine; | |
using UnityEditor; | |
public class SaveScreenshotToFile { | |
[MenuItem("Custom/Render Camera to file")] | |
public static void RenderCameraToFile() | |
{ | |
Camera camera = Selection.activeGameObject.GetComponent<Camera>(); | |
RenderTexture rt = new RenderTexture(2560, 1440, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); | |
RenderTexture oldRT = camera.targetTexture; | |
camera.targetTexture = rt; | |
camera.Render(); | |
camera.targetTexture = oldRT; | |
RenderTexture.active = rt; | |
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGB24, false); | |
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); | |
RenderTexture.active = null; | |
byte[] bytes = tex.EncodeToPNG(); | |
string path = "Assets/screenshot.png"; | |
System.IO.File.WriteAllBytes(path, bytes); | |
AssetDatabase.ImportAsset(path); | |
Debug.Log("Saved to " + path); | |
} | |
[MenuItem("Custom/Render Camera to file", true)] | |
public static bool RenderCameraToFileValidation() | |
{ | |
return Selection.activeGameObject != null && Selection.activeGameObject.GetComponent<Camera>() != null; | |
} | |
} |
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To add an alpha support just change
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGB24, false);
toTexture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGBA32, false);