unity GetRawTextureData获取数据里面的数据是按照0,1存放的,最后将每个像素渲染到一张图片上面 代码实现
时间: 2024-03-16 07:41:50 浏览: 137
下面是一个简单的示例代码,演示了如何使用GetRawTextureData函数获取Texture2D对象的原始像素数据,并将每个像素渲染到一个新的RenderTexture对象上面,最终保存为一张PNG图片。
```csharp
// 获取原始Texture2D对象
Texture2D sourceTexture = ...;
// 创建新的RenderTexture对象,用于渲染生成的图片
RenderTexture renderTexture = new RenderTexture(sourceTexture.width, sourceTexture.height, 0);
Graphics.Blit(sourceTexture, renderTexture);
// 获取RenderTexture对象的像素数据
Texture2D destTexture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGBA32, false);
RenderTexture.active = renderTexture;
destTexture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
destTexture.Apply();
RenderTexture.active = null;
// 获取像素数据
byte[] pixels = destTexture.GetRawTextureData();
// 将每个像素渲染到一张新的Texture2D对象上面
Texture2D resultTexture = new Texture2D(destTexture.width, destTexture.height, TextureFormat.RGBA32, false);
resultTexture.LoadRawTextureData(pixels);
resultTexture.Apply();
// 保存为PNG图片
byte[] pngData = resultTexture.EncodeToPNG();
File.WriteAllBytes("result.png", pngData);
```
需要注意的是,这只是一个简单的示例代码,实际使用时可能需要根据具体需求进行修改和优化。
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