399 lines
15 KiB
C#
399 lines
15 KiB
C#
using System;
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using System.IO;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace ZXL.Helper
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{
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public static class TextureHelper
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{
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/// <summary>
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/// 精灵图片转纹理
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/// </summary>
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/// <param name="sprite"></param>
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/// <returns></returns>
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public static Texture2D SpriteToTexture2D(Sprite sprite)
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{
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// 获取 Sprite 的纹理
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Texture2D texture = sprite.texture;
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// 创建一个新的 Texture2D 用于存储 Sprite 的图像数据
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Texture2D texture2D = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height);
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// 读取 Sprite 的像素数据到新的 Texture2D
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Color[] pixels = texture.GetPixels(
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(int)sprite.rect.x,
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(int)sprite.rect.y,
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(int)sprite.rect.width,
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(int)sprite.rect.height
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);
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// 将像素数据设置到新的 Texture2D 中
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texture2D.SetPixels(pixels);
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texture2D.Apply(); // 应用更改
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return texture2D;
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}
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/// <summary>
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/// 纹理转精灵图片
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/// </summary>
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/// <param name="texture"></param>
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/// <returns></returns>
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public static Sprite SpriteFromTexture2D(Texture2D texture)
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{
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Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height),
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new Vector2(0.5f, 0.5f));
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return sprite;
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}
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/// <summary>
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/// 截取相机画面并返回纹理图片
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/// </summary>
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/// <param name="camera"></param>
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/// <returns></returns>
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public static Texture2D SaveCameraToTexture(Camera camera, bool generateMipMaps = false,
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TextureFormat textureFormat = TextureFormat.RGBA32)
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{
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if (camera == null)
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{
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Debug.LogError("Camera is null!");
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return null;
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}
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RenderTexture originalTargetTexture = camera.targetTexture;
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RenderTexture tempRenderTexture = null;
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Texture2D capturedImage = null;
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try
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{
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// 创建临时RenderTexture
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tempRenderTexture = RenderTexture.GetTemporary(
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camera.pixelWidth, camera.pixelHeight, 24, RenderTextureFormat.Default);
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// 设置相机渲染到临时RenderTexture
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camera.targetTexture = tempRenderTexture;
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// 强制相机渲染一帧
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camera.Render();
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// 创建Texture2D
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capturedImage = new Texture2D(
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tempRenderTexture.width,
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tempRenderTexture.height,
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textureFormat,
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generateMipMaps);
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// 保存当前激活的RenderTexture
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RenderTexture previousActive = RenderTexture.active;
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// 设置临时RenderTexture为当前激活的,以便读取像素
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RenderTexture.active = tempRenderTexture;
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// 读取像素并应用
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capturedImage.ReadPixels(new Rect(0, 0, tempRenderTexture.width, tempRenderTexture.height), 0, 0);
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capturedImage.Apply();
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// 恢复之前的RenderTexture
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RenderTexture.active = previousActive;
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}
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catch (System.Exception e)
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{
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Debug.LogError($"Error capturing camera: {e.Message}");
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if (capturedImage != null)
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{
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UnityEngine.Object.DestroyImmediate(capturedImage);
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capturedImage = null;
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}
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}
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finally
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{
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// 恢复相机的原始设置
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camera.targetTexture = originalTargetTexture;
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// 释放临时RenderTexture
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if (tempRenderTexture != null)
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{
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RenderTexture.ReleaseTemporary(tempRenderTexture);
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tempRenderTexture = null;
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}
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}
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return capturedImage;
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}
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/// <summary>
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/// Texture转Texture2D
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/// </summary>
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/// <param name="texture"></param>
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/// <returns></returns>
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public static Texture2D ConvertTextureToTexture2D(Texture texture)
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{
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Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
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RenderTexture currentRT = RenderTexture.active;
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// 创建一个新的 RenderTexture
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RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
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Graphics.Blit(texture, renderTexture);
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// 将 RenderTexture 内容复制到 Texture2D
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RenderTexture.active = renderTexture;
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texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
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texture2D.Apply();
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// 清理
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RenderTexture.active = currentRT;
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RenderTexture.ReleaseTemporary(renderTexture);
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return texture2D;
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}
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/// <summary>
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/// 纹理图片转二进制数据
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/// </summary>
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/// <param name="texture"></param>
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/// <returns></returns>
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public static byte[] ConvertTextureToByteArray(Texture2D texture)
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{
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return texture.EncodeToPNG();
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}
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/// <summary>
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/// 二进制数据转纹理图片
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/// </summary>
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/// <param name="bytes"></param>
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/// <returns></returns>
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public static Texture2D ConvertByteArrayToTexture2D(byte[] bytes)
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{
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Texture2D texture = new Texture2D(2, 2); // 初始化一个临时的 Texture2D
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if (texture.LoadImage(bytes)) // 使用 LoadImage 来加载字节数据
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{
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return texture;
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}
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else
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{
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Debug.LogError("加载图片失败!");
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return null;
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}
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}
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public static async UniTask TransparentCaptureSystem(TransparentCaptureSystemOption option)
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{
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/*
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if (option.targetCamera == null)
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{
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throw new NullReferenceException("targetCamera is null");
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return;
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}
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async UniTask CaptureAndCrop()
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{
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// 确保尺寸有效
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ValidateSizes();
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// 创建原始截图
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await (CaptureOriginalScreenshot());
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// 裁剪图片(保留透明通道)
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CropWithTransparency();
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// 保存结果
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SaveCroppedImage();
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// 清理资源
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CleanupResources();
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}
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async UniTask CaptureOriginalScreenshot()
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{
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// 创建RenderTexture(带alpha通道)
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option._renderTexture = new RenderTexture(option.captureWidth, option.captureHeight, 32, RenderTextureFormat.ARGB32);
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option._renderTexture.Create();
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// 保存原始相机设置
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RenderTexture originalRT = option.targetCamera.targetTexture;
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CameraClearFlags originalClearFlags = option.targetCamera.clearFlags;
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Color originalBackgroundColor = option.targetCamera.backgroundColor;
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// 配置相机透明背景
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option.targetCamera.targetTexture = option._renderTexture;
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option.targetCamera.clearFlags = CameraClearFlags.SolidColor;
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option.targetCamera.backgroundColor = option.preserveAlpha ? option.backgroundColor : Color.black;
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// 渲染相机
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option.targetCamera.Render();
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// 创建Texture2D(带alpha通道)
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option._originalTexture = new Texture2D(option.captureWidth, option.captureHeight,
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option.preserveAlpha ? TextureFormat.ARGB32 : TextureFormat.RGB24,
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false);
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// 读取像素(包括alpha)
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RenderTexture.active = option._renderTexture;
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option._originalTexture.ReadPixels(new Rect(0, 0, option.captureWidth, option.captureHeight), 0, 0);
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option._originalTexture.Apply();
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RenderTexture.active = null;
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// 恢复相机设置
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option.targetCamera.targetTexture = originalRT;
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option.targetCamera.clearFlags = originalClearFlags;
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option.targetCamera.backgroundColor = originalBackgroundColor;
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}
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string fullPath;
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void CropWithTransparency()
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{
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if (option._originalTexture == null)
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{
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Debug.LogError("原始截图未创建!");
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return;
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}
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// 计算裁剪起始位置
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int startX = Mathf.FloorToInt((option._originalTexture.width - option.cropWidth) * option.cropOffset.x);
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int startY = Mathf.FloorToInt((option._originalTexture.height - option.cropHeight) * option.cropOffset.y);
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// 确保在有效范围内
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startX = Mathf.Clamp(startX, 0, option._originalTexture.width - option.cropWidth);
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startY = Mathf.Clamp(startY, 0, option._originalTexture.height - option.cropHeight);
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// 创建裁剪后的纹理(带alpha通道)
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option._croppedTexture = new Texture2D(option.cropWidth, option.cropHeight,
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option.preserveAlpha ? TextureFormat.ARGB32 : TextureFormat.RGB24,
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false);
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// 获取原始纹理的像素数据(包括alpha)
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Color[] pixels = option._originalTexture.GetPixels(startX, startY, option.cropWidth, option.cropHeight);
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// 设置到裁剪纹理
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option._croppedTexture.SetPixels(pixels);
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option._croppedTexture.Apply();
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}
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void SaveCroppedImage()
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{
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if (option._croppedTexture == null)
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{
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Debug.LogError("裁剪后的纹理未创建!");
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return;
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}
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// 创建保存目录
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string folderPath = option.saveFolder;
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if (!Directory.Exists(folderPath)) Directory.CreateDirectory(folderPath);
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// 生成文件名
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string timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss");
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string extension = option.saveAsPNG ? ".png" : ".jpg";
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string fileName;
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if (string.IsNullOrEmpty(option.onlyFileName))
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fileName = $"{option.fileNamePrefix}_{option.cropWidth}x{option.cropHeight}_{timestamp}{extension}";
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else
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fileName = $"{option.onlyFileName}{extension}";
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fullPath = Path.Combine(folderPath, fileName);
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// 编码保存
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byte[] imageBytes;
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if (option.saveAsPNG)
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{
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imageBytes = option._croppedTexture.EncodeToPNG();
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}
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else
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{
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// JPG不支持透明通道,强制去除alpha
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Texture2D jpgTexture =
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new Texture2D(option._croppedTexture.width, option._croppedTexture.height, TextureFormat.RGB24, false);
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jpgTexture.SetPixels(option._croppedTexture.GetPixels());
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jpgTexture.Apply();
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imageBytes = jpgTexture.EncodeToJPG(90);
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}
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File.WriteAllBytes(fullPath, imageBytes);
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// 验证透明度
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if (option.saveAsPNG && option.preserveAlpha)
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{
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// 检查左上角像素是否透明
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Color topLeft = option._croppedTexture.GetPixel(0, option._croppedTexture.height - 1);
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Debug.Log($"保存的图片左上角透明度: {topLeft.a}");
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// 检查中心像素是否透明
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Color center = option._croppedTexture.GetPixel(option._croppedTexture.width / 2, option._croppedTexture.height / 2);
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Debug.Log($"保存的图片中心透明度: {center.a}");
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}
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Debug.Log($"截图已保存至: {fullPath}");
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.RevealInFinder(fullPath);
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#endif
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}
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void ValidateSizes()
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{
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// 确保原始尺寸有效
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option.captureWidth = Mathf.Clamp(option.captureWidth, 32, SystemInfo.maxTextureSize);
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option. captureHeight = Mathf.Clamp(option.captureHeight, 32, SystemInfo.maxTextureSize);
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// 确保裁剪尺寸有效
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option.cropWidth = Mathf.Clamp(option.cropWidth, 32,option. captureWidth);
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option.cropHeight = Mathf.Clamp(option.cropHeight, 32, option.captureHeight);
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// 确保偏移量在0-1范围
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option.cropOffset.x = Mathf.Clamp01(option.cropOffset.x);
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option.cropOffset.y = Mathf.Clamp01(option.cropOffset.y);
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}
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void CleanupResources()
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{
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if (option._renderTexture != null)
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{
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Destroy(_renderTexture);
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option._renderTexture = null;
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}
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if (option._originalTexture != null)
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{
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Destroy(_originalTexture);
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option._originalTexture = null;
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}
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// 保留裁剪纹理用于预览或后续使用
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// 如果不再需要,可以取消注释下面一行
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Destroy(_croppedTexture);
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}
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UniTask.Run(CaptureAndCrop);
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*/
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}
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}
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public class TransparentCaptureSystemOption
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{
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// 相机设置
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public Camera targetCamera;
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public KeyCode captureKey = KeyCode.C;
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// 原始截图设置
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public int captureWidth = 1080;
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public int captureHeight = 1920;
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// 裁剪设置
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public int cropWidth = 800;
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public int cropHeight = 300;
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public Vector2 cropOffset = Vector2.zero; // 裁剪偏移量 (0-1)
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// 透明通道
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public bool preserveAlpha = true;
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public Color backgroundColor = new Color(0, 0, 0, 0); // 透明背景
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// 输出设置
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public string saveFolder = "Screenshots";
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public string fileNamePrefix = "Screenshot";
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public bool saveAsPNG = true;
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public string onlyFileName = "";
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public RenderTexture _renderTexture;
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public Texture2D _originalTexture;
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public Texture2D _croppedTexture;
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}
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} |