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@orgmir
Created January 23, 2017 11:07
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Script to take a high resolution screenshot
using UnityEngine;
using System.Collections;
using System.IO;
// This was taken from https://www.reddit.com/r/Unity3D/wiki/screenshots
public class HiResScreenShots : MonoBehaviour
{
public int resWidth = 1920; public int resHeight = 1080;
[Range(1, 6)]
public int enlarge = 1;
public bool transparent = false;
public KeyCode screenshotKey = KeyCode.F8;
private bool takeHiResShot = false;
private TextureFormat transp = TextureFormat.ARGB32;
private TextureFormat nonTransp = TextureFormat.RGB24;
public static string ScreenShotName(int width, int height)
{
return string.Format("{0}/../screenshots/screen_{1}x{2}_{3}.png",
Application.dataPath,
width, height,
System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
}
public void TakeHiResShot()
{
takeHiResShot = true;
}
void LateUpdate()
{
takeHiResShot |= Input.GetKeyDown(KeyCode.F8);
if (takeHiResShot)
{
#if !UNITY_4_3
#if !UNITY_WEBPLAYER
TextureFormat textForm = nonTransp;
if (transparent)
textForm = transp;
RenderTexture rt = new RenderTexture(resWidth * enlarge, resHeight * enlarge, 24);
Camera.main.targetTexture = rt;
Texture2D screenShot = new Texture2D(resWidth * enlarge, resHeight * enlarge, textForm, false);
Camera.main.Render();
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth * enlarge, resHeight * enlarge), 0, 0);
Camera.main.targetTexture = null;
RenderTexture.active = null; // JC: added to avoid errors
Destroy(rt);
byte[] bytes = screenShot.EncodeToPNG();
string filename = ScreenShotName(resWidth * enlarge, resHeight * enlarge);
if (Directory.Exists(Application.dataPath + "/../screenshots/") == false)
{
Directory.CreateDirectory(Application.dataPath + "/../screenshots/");
}
System.IO.File.WriteAllBytes(filename, bytes);
Debug.Log(string.Format("Took screenshot to: {0}", filename));
#endif
#endif
takeHiResShot = false;
}
}
}
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