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bitbutter revised this gist
Jun 9, 2016 . 1 changed file with 5 additions and 4 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -6,10 +6,11 @@ Usage: 1. Attach this script to your chosen camera's game object. 2. Set that camera's Clear Flags field to Solid Color. 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. */ -
bitbutter revised this gist
Feb 12, 2015 . 1 changed file with 132 additions and 132 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -11,139 +11,139 @@ 2. Use the inspector to set frameRate and framesToCapture 4. Turn on "Maximise on Play" 5. 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 GameObject whiteCamGameObject; private Camera whiteCam; private GameObject blackCamGameObject; private Camera blackCam; private Camera mainCam; private int videoFrame = 0; // how many frames we've rendered private float originalTimescaleTime; private bool done=false; private int screenWidth; private int screenHeight; private Texture2D textureBlack; private Texture2D textureWhite; private Texture2D textureTransparentBackground; #endregion void Awake () { mainCam = gameObject.GetComponent<Camera>(); CreateBlackAndWhiteCameras (); CreateNewFolderForScreenshots (); CacheAndInitialiseFields (); Time.captureFramerate = frameRate; } void LateUpdate () { if(!done){ StartCoroutine(CaptureFrame()); } else { Debug.Log("Complete! "+videoFrame+" videoframes rendered. File names are 0 indexed)"); Debug.Break(); } } IEnumerator CaptureFrame (){ yield return new WaitForEndOfFrame(); if(videoFrame < framesToCapture) { RenderCamToTexture(blackCam,textureBlack); RenderCamToTexture(whiteCam,textureWhite); CalculateOutputTexture (); SavePng (); videoFrame++; Debug.Log("Rendered frame " +videoFrame); videoFrame++; } else { done=true; StopCoroutine("CaptureFrame"); } } void RenderCamToTexture (Camera cam, Texture2D tex){ cam.enabled=true; cam.Render(); WriteScreenImageToTexture(tex); cam.enabled=false; } void CreateBlackAndWhiteCameras (){ whiteCamGameObject = (GameObject) new GameObject(); whiteCamGameObject.name="White Background Camera"; whiteCam=whiteCamGameObject.AddComponent<Camera>(); whiteCam.CopyFrom(mainCam); whiteCam.backgroundColor=Color.white; whiteCamGameObject.transform.SetParent(gameObject.transform, true); blackCamGameObject = (GameObject) new GameObject(); blackCamGameObject.name="Black Background Camera"; blackCam=blackCamGameObject.AddComponent<Camera>(); blackCam.CopyFrom(mainCam); blackCam.backgroundColor=Color.black; blackCamGameObject.transform.SetParent(gameObject.transform, true); } 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 } void WriteScreenImageToTexture (Texture2D tex){ tex.ReadPixels (new Rect (0, 0, screenWidth, screenHeight), 0, 0); tex.Apply (); } void CalculateOutputTexture (){ Color color; for (int y = 0; y < textureTransparentBackground.height; ++y) { // each row for (int x = 0; x < textureTransparentBackground.width; ++x) { // each column float alpha = textureWhite.GetPixel (x, y).r - textureBlack.GetPixel (x, y).r; alpha = 1.0f - alpha; if (alpha == 0) { color = Color.clear; } else { color = textureBlack.GetPixel (x, y) / alpha; } color.a = alpha; textureTransparentBackground.SetPixel (x, y, color); } } } void SavePng (){ string name = string.Format ("{0}/{1:D04} shot.png", folderName, videoFrame); var pngShot = textureTransparentBackground.EncodeToPNG (); File.WriteAllBytes (name, pngShot); } void CacheAndInitialiseFields (){ originalTimescaleTime = Time.timeScale; screenWidth = Screen.width; screenHeight = Screen.height; textureBlack = new Texture2D (screenWidth, screenHeight, TextureFormat.RGB24, false); textureWhite = new Texture2D (screenWidth, screenHeight, TextureFormat.RGB24, false); textureTransparentBackground = new Texture2D (screenWidth, screenHeight, TextureFormat.ARGB32, false); } } -
bitbutter created this gist
Feb 12, 2015 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,149 @@ using UnityEngine; using System.Collections; using System.IO; /* Usage: 1. Attach this script to your chosen camera's game object. 2. Use the inspector to set frameRate and framesToCapture 3. Choose your desired resolution in Unity's Game window (must be less than or equal to your screen resolution) 4. Turn on "Maximise on Play" 5. 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 GameObject whiteCamGameObject; private Camera whiteCam; private GameObject blackCamGameObject; private Camera blackCam; private Camera mainCam; private int videoFrame = 0; // how many frames we've rendered private float originalTimescaleTime; private bool done=false; private int screenWidth; private int screenHeight; private Texture2D textureBlack; private Texture2D textureWhite; private Texture2D textureTransparentBackground; #endregion void Awake () { mainCam = gameObject.GetComponent<Camera>(); CreateBlackAndWhiteCameras (); CreateNewFolderForScreenshots (); CacheAndInitialiseFields (); Time.captureFramerate = frameRate; } void LateUpdate () { if(!done){ StartCoroutine(CaptureFrame()); } else { Debug.Log("Complete! "+videoFrame+" videoframes rendered. File names are 0 indexed)"); Debug.Break(); } } IEnumerator CaptureFrame (){ yield return new WaitForEndOfFrame(); if(videoFrame < framesToCapture) { RenderCamToTexture(blackCam,textureBlack); RenderCamToTexture(whiteCam,textureWhite); CalculateOutputTexture (); SavePng (); videoFrame++; Debug.Log("Rendered frame " +videoFrame); videoFrame++; } else { done=true; StopCoroutine("CaptureFrame"); } } void RenderCamToTexture (Camera cam, Texture2D tex){ cam.enabled=true; cam.Render(); WriteScreenImageToTexture(tex); cam.enabled=false; } void CreateBlackAndWhiteCameras (){ whiteCamGameObject = (GameObject) new GameObject(); whiteCamGameObject.name="White Background Camera"; whiteCam=whiteCamGameObject.AddComponent<Camera>(); whiteCam.CopyFrom(mainCam); whiteCam.backgroundColor=Color.white; whiteCamGameObject.transform.SetParent(gameObject.transform, true); blackCamGameObject = (GameObject) new GameObject(); blackCamGameObject.name="Black Background Camera"; blackCam=blackCamGameObject.AddComponent<Camera>(); blackCam.CopyFrom(mainCam); blackCam.backgroundColor=Color.black; blackCamGameObject.transform.SetParent(gameObject.transform, true); } 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 } void WriteScreenImageToTexture (Texture2D tex){ tex.ReadPixels (new Rect (0, 0, screenWidth, screenHeight), 0, 0); tex.Apply (); } void CalculateOutputTexture (){ Color color; for (int y = 0; y < textureTransparentBackground.height; ++y) { // each row for (int x = 0; x < textureTransparentBackground.width; ++x) { // each column float alpha = textureWhite.GetPixel (x, y).r - textureBlack.GetPixel (x, y).r; alpha = 1.0f - alpha; if (alpha == 0) { color = Color.clear; } else { color = textureBlack.GetPixel (x, y) / alpha; } color.a = alpha; textureTransparentBackground.SetPixel (x, y, color); } } } void SavePng (){ string name = string.Format ("{0}/{1:D04} shot.png", folderName, videoFrame); var pngShot = textureTransparentBackground.EncodeToPNG (); File.WriteAllBytes (name, pngShot); } void CacheAndInitialiseFields (){ originalTimescaleTime = Time.timeScale; screenWidth = Screen.width; screenHeight = Screen.height; textureBlack = new Texture2D (screenWidth, screenHeight, TextureFormat.RGB24, false); textureWhite = new Texture2D (screenWidth, screenHeight, TextureFormat.RGB24, false); textureTransparentBackground = new Texture2D (screenWidth, screenHeight, TextureFormat.ARGB32, false); } }