取个巧,利用Camera和Render Texture
多个2d图片组合成型
每个Square都单独设置一个层级
相机设置
RenderTexture设置,然后将RenderTexture放在一个RawImage上
以下是生成图片的代码
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System;
public class test2 : MonoBehaviour
{
public RawImage rawImage;
public RawImage rawImage2;
void Start()
{
AAAAAA();
}
[ContextMenu("合成图片")]
void AAAAAA()
{
Texture2D texture2D = TextureToTexture2D(rawImage2.texture);
rawImage.texture = texture2D;
rawImage.SetNativeSize();
SavePicture(texture2D);
}
private Texture2D TextureToTexture2D(Texture texture)
{
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
RenderTexture currentRT = RenderTexture.active;
RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
Graphics.Blit(texture, renderTexture);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = currentRT;
RenderTexture.ReleaseTemporary(renderTexture);
return texture2D;
}
private void SavePicture(Texture2D texture2D)
{
byte[] bytes = texture2D.EncodeToPNG();//然后将这些纹理数据,成一个png图片文件
string filename = Application.dataPath + "/" + GetDateName() + ".png";
FileInfo[] fileInfos = new DirectoryInfo(QuickConfig.instance._照片保存路径).GetFiles();
for (int i = 0; i < fileInfos.Length; i++)
{
File.Delete(fileInfos[i].FullName);
}
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("截屏了一张图片: {0}", filename, bytes));
}
/// <summary>
/// 获取以日期命名的名称
/// </summary>
/// <returns>日期命名</returns>
public static string GetDateName()
{
int hour = DateTime.Now.Hour;
int minute = DateTime.Now.Minute;
int second = DateTime.Now.Second;
int year = DateTime.Now.Year;
int month = DateTime.Now.Month;
int day = DateTime.Now.Day;
return string.Format("{0:D4}{1:D2}{2:D2}{3:D2}{4:D2}{5:D2}", year, month, day, hour, minute, second);
}
}
左为相机看到的图,右为生成的图