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[Unity] Save RenderTexture to image file
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| using UnityEngine; | |
| using UnityEditor; | |
| public class SaveRenderTextureToFile { | |
| [MenuItem("Assets/Save RenderTexture to file")] | |
| public static void SaveRTToFile() | |
| { | |
| RenderTexture rt = Selection.activeObject as RenderTexture; | |
| RenderTexture.active = rt; | |
| Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.RGB24, false); | |
| tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); | |
| RenderTexture.active = null; | |
| byte[] bytes; | |
| bytes = tex.EncodeToPNG(); | |
| string path = AssetDatabase.GetAssetPath(rt) + ".png"; | |
| System.IO.File.WriteAllBytes(path, bytes); | |
| AssetDatabase.ImportAsset(path); | |
| Debug.Log("Saved to " + path); | |
| } | |
| [MenuItem("Assets/Save RenderTexture to file", true)] | |
| public static bool SaveRTToFileValidation() | |
| { | |
| return Selection.activeObject is RenderTexture; | |
| } | |
| } |
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