using UnityEngine; namespace ZXL.Helper { public static class TextureHelper { /// /// 精灵图片转纹理 /// /// /// public static Texture2D TextureToSprite(Sprite sprite) { // 获取 Sprite 的纹理 Texture2D texture = sprite.texture; // 创建一个新的 Texture2D 用于存储 Sprite 的图像数据 Texture2D texture2D = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height); // 读取 Sprite 的像素数据到新的 Texture2D Color[] pixels = texture.GetPixels( (int)sprite.rect.x, (int)sprite.rect.y, (int)sprite.rect.width, (int)sprite.rect.height ); // 将像素数据设置到新的 Texture2D 中 texture2D.SetPixels(pixels); texture2D.Apply(); // 应用更改 return texture2D; } /// /// 纹理转精灵图片 /// /// /// public static Sprite TextureToSprite(Texture2D texture) { Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f)); return sprite; } /// /// 截取相机画面内容并返回() /// /// /// public static Texture2D SaveCameraToTexture(Camera camera) { Texture2D capturedImage; var renderTexture = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 24); camera.targetTexture = renderTexture; // 创建一个 Texture2D 用来存储相机捕捉的画面 capturedImage = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false); // 从 RenderTexture 中读取像素数据到 Texture2D RenderTexture.active = renderTexture; capturedImage.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0); capturedImage.Apply(); // 重置 RenderTexture 的激活状态 RenderTexture.active = null; // 此时 capturedImage 就包含了当前帧的画面,你可以进行保存或者其他操作 return capturedImage; } } }