I need to save a RenderTexture object to a .png file that will then be used as a texture to wrap about a 3D object. My problem is right now I can't save a RenderTexture object using EncodeToPNG() because RenderTexture doesn't include that method. How can I convert a RenderTexture object into a Texture2D object? Thank you!
// Saves texture as PNG file.
using UnityEngine;
using System.Collections;
using System.IO;
public class SaveTexture : MonoBehaviour {
public RenderTexture tex;
// Save Texture as PNG
void SaveTexturePNG()
{
// Encode texture into PNG
byte[] bytes = tex.EncodeToPNG();
Object.Destroy(tex);
// For testing purposes, also write to a file in the project folder
File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
}
}
Create new Texture2D
, use RenderTexture.ReadPixels
to read the pixels from RenderTexture
into the new Texture2D
. Finally, Call Texture2D.Apply();
to apply the changed pixels.
Texture2D toTexture2D(RenderTexture rTex)
{
Texture2D tex = new Texture2D(512, 512, TextureFormat.RGB24, false);
// ReadPixels looks at the active RenderTexture.
RenderTexture.active = rTex;
tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
return tex;
}
Usage:
public RenderTexture tex;
Texture2D myTexture = toTexture2D(tex);
You can make it an extension method (restore the previous active RenderTexture to avoid surprises):
public static class ExtensionMethod
{
public static Texture2D toTexture2D(this RenderTexture rTex)
{
Texture2D tex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGB24, false);
var old_rt = RenderTexture.active;
RenderTexture.active = rTex;
tex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
tex.Apply();
RenderTexture.active = old_rt;
return tex;
}
}
Usage:
public RenderTexture tex;
Texture2D myTexture = tex.toTexture2D();
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