using UnityEngine;
namespace ZXL.Helper
{
public static class TextureHelper
{
///
/// 精灵图片转纹理
///
///
///
public static Texture2D SpriteToTexture2D(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 SpriteFromTexture2D(Texture2D texture)
{
Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height),
new Vector2(0.5f, 0.5f));
return sprite;
}
///
/// 截取相机画面并返回纹理图片
///
///
///
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;
}
///
/// Texture转Texture2D
///
///
///
public static Texture2D ConvertTextureToTexture2D(Texture texture)
{
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
RenderTexture currentRT = RenderTexture.active;
// 创建一个新的 RenderTexture
RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
Graphics.Blit(texture, renderTexture);
// 将 RenderTexture 内容复制到 Texture2D
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
// 清理
RenderTexture.active = currentRT;
RenderTexture.ReleaseTemporary(renderTexture);
return texture2D;
}
///
/// 纹理图片转二进制数据
///
///
///
public static byte[] ConvertTextureToByteArray(Texture2D texture)
{
return texture.EncodeToPNG();
}
///
/// 二进制数据转纹理图片
///
///
///
public static Texture2D ConvertByteArrayToTexture2D(byte[] bytes)
{
Texture2D texture = new Texture2D(2, 2); // 初始化一个临时的 Texture2D
if (texture.LoadImage(bytes)) // 使用 LoadImage 来加载字节数据
{
return texture;
}
else
{
Debug.LogError("加载图片失败!");
return null;
}
}
}
}