2157e7d173
Added Prop and Env loading support. Fixed shaders. Added background color selection. Added screenshot button.
78 lines
2.3 KiB
C#
78 lines
2.3 KiB
C#
using System;
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using System.IO;
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using UnityEngine;
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public class Screenshot : MonoBehaviour
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{
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public static Screenshot Instance;
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bool recording = false;
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private void Awake()
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{
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Instance = this;
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}
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public static void TakeScreenshot()
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{
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var image = GrabFrame(Screen.width, Screen.height);
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string fileName = Application.dataPath + "/../Screenshots/" + string.Format("UmaViewer_{0}", DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss-fff"));
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byte[] pngShot = ImageConversion.EncodeToPNG(image);
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Directory.CreateDirectory(Application.dataPath + "/../Screenshots");
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File.WriteAllBytes(fileName + ".png", pngShot);
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Destroy(image);
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}
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public static Texture2D GrabFrame(int width, int height)
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{
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var dimensions = GetResolution(width, height);
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width = dimensions.x;
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height = dimensions.y;
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Camera cam = Camera.main;
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int oldMask = cam.cullingMask;
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var bak_cam_clearFlags = cam.clearFlags;
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cam.cullingMask = ~LayerMask.GetMask("UI");
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cam.clearFlags = CameraClearFlags.Depth;
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var tex_color = new Texture2D(width, height, TextureFormat.ARGB32, false);
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var render_texture = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32);
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var grab_area = new Rect(0, 0, width, height);
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RenderTexture.active = render_texture;
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cam.targetTexture = render_texture;
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cam.Render();
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tex_color.ReadPixels(grab_area, 0, 0);
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tex_color.Apply();
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cam.clearFlags = bak_cam_clearFlags;
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cam.cullingMask = oldMask;
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cam.targetTexture = null;
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RenderTexture.active = null;
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RenderTexture.ReleaseTemporary(render_texture);
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return tex_color;
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}
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public static Vector2Int GetResolution(int width, int height)
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{
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if (width == 0 && height == 0)
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{
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width = Screen.width;
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height = Screen.height;
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}
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else if (width == 0)
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{
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float ratio = (float)Screen.width / (float)Screen.height;
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width = Mathf.RoundToInt((float)height * ratio);
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}
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else if (height == 0)
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{
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float ratio = (float)Screen.height / (float)Screen.width;
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height = Mathf.RoundToInt((float)width * ratio);
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}
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return new Vector2Int(width, height);
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}
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} |