Forked from bitbutter/TransparentBackgroundScreenshotRecorder.cs
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Rendering screenshots from Unity3d with transparent backgrounds
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using UnityEngine; | |
using System.Collections; | |
using System.IO; | |
/* | |
Usage: | |
1. Create a camera for rendering texture. | |
2. Create a RenderTexture object and set it as targetTexture on renderer camera. | |
1. Attach this script to the renderer camera's game object. | |
2. Set renderer camera's Clear Flags field to Solid Color and set Background color's alpha to zero. | |
3. Use the inspector to set frameRate and framesToCapture. | |
4. Choose your desired resolution in Unity's Game window (must be less than or equal to your screen resolution). | |
5. Turn on "Maximise on Play". | |
6. Play your scene. Screenshots will be saved to YourUnityProject/Screenshots by default. | |
*/ | |
public class TransparentBackgroundScreenshotRecorder : MonoBehaviour | |
{ | |
#region public fields | |
[Tooltip("A folder will be created with this base name in your project root")] | |
public string folderBaseName = "Screenshots"; | |
[Tooltip("How many frames should be captured per second of game time")] | |
public int frameRate = 24; | |
[Tooltip("How many frames should be captured before quitting")] | |
public int framesToCapture = 24; | |
#endregion | |
#region private fields | |
private string folderName = ""; | |
private Camera renderCamera; | |
private int renderFrame = 0; // how many frames we've rendered | |
private float originalTimescaleTime; | |
private bool done = false; | |
private int width; | |
private int height; | |
private RenderTexture renderTexture; | |
private Texture2D outputTexture; | |
#endregion | |
void Awake() | |
{ | |
renderCamera = gameObject.GetComponent<Camera>(); | |
renderTexture = renderCamera.targetTexture; | |
CacheAndInitialiseFields(); | |
CreateNewFolderForScreenshots(); | |
Time.captureFramerate = frameRate; | |
} | |
void LateUpdate() | |
{ | |
if (!done) | |
{ | |
StartCoroutine(CaptureFrame()); | |
} | |
else | |
{ | |
Debug.Log("Complete! " + renderFrame + " videoframes rendered. File names are 0 indexed)"); | |
Debug.Break(); | |
} | |
} | |
IEnumerator CaptureFrame() | |
{ | |
yield return new WaitForEndOfFrame(); | |
if (renderFrame < framesToCapture) | |
{ | |
RenderTextureToPNG(); | |
renderFrame++; | |
Debug.Log("Rendered frame " + renderFrame); | |
} | |
else | |
{ | |
done = true; | |
StopCoroutine("CaptureFrame"); | |
} | |
} | |
void CacheAndInitialiseFields() | |
{ | |
originalTimescaleTime = Time.timeScale; | |
width = renderTexture.width; | |
height = renderTexture.height; | |
outputTexture = new Texture2D(width, height); | |
} | |
void CreateNewFolderForScreenshots() | |
{ | |
// Find a folder name that doesn't exist yet. Append number if necessary. | |
folderName = folderBaseName; | |
int count = 1; | |
while (System.IO.Directory.Exists(folderName)) | |
{ | |
folderName = folderBaseName + count; | |
count++; | |
} | |
System.IO.Directory.CreateDirectory(folderName); // Create the folder | |
} | |
public void RenderTextureToPNG() | |
{ | |
RenderTexture oldRT = RenderTexture.active; // Save old active render texture | |
RenderTexture.active = renderTexture; | |
outputTexture.ReadPixels(new Rect(0, 0, width, height), 0, 0); | |
outputTexture.Apply(); | |
SavePng(); | |
RenderTexture.active = oldRT; | |
} | |
void SavePng() | |
{ | |
string path = string.Format("{0}/{1:D04} shot.png", folderName, renderFrame); | |
var pngShot = outputTexture.EncodeToPNG(); | |
File.WriteAllBytes(path, pngShot); | |
} | |
} |
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