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Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.
You can use it to read the display into a texture, encode it as an image file (see Texture2D.ReadPixels and Texture2D.EncodeToPNG) and send it somewhere.
Another Example:
// Saves screenshot as PNG file.
import System.IO;
// Take a shot immediately
function Start() {
UploadPNG();
}
function UploadPNG() {
// We should only read the screen bufferafter rendering is complete
yield WaitForEndOfFrame();
// Create a texture the size of the screen, RGB24 format
var width = Screen.width;
var height = Screen.height;
var tex = new Texture2D( width, height, TextureFormat.RGB24, false );
// Read screen contents into the texture
tex.ReadPixels( Rect(0, 0, width, height), 0, 0 );
tex.Apply();
// Encode texture into PNG
var bytes = tex.EncodeToPNG();
Destroy( tex );
// For testing purposes, also write to a file in the project folder
// File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
// Create a Web Form
var form = new WWWForm();
form.AddField("frameCount", Time.frameCount.ToString());
form.AddBinaryData("fileUpload",bytes);
// Upload to a cgi script
var w = WWW("http://localhost/cgi-bin/env.cgi?post", form);
yield w;
if (w.error != null)
print(w.error);
else
print("Finished Uploading Screenshot");
}
// Shows alpha channel contents in the game view.
// Requires Unity Pro as this script uses GL class.
private var mat : Material;
// After the frame is completely rendered, we'll
// draw a full screen quad that extracts the alpha channel.
function Start() {
while (true) {
yield WaitForEndOfFrame();
if( !mat ) {
mat = new Material( "Shader \"Hidden/Alpha\" {" +
"SubShader {" +
" Pass {" +
" ZTest Always Cull Off ZWrite Off" +
" Blend DstAlpha Zero" +
" Color (1,1,1,1)" +
" }" +
"}" +
"}"
);
}
GL.PushMatrix ();
GL.LoadOrtho ();
for (var i = 0; i < mat.passCount; ++i) {
mat.SetPass (i);
GL.Begin( GL.QUADS );
GL.Vertex3( 0, 0, 0.1 );
GL.Vertex3( 1, 0, 0.1 );
GL.Vertex3( 1, 1, 0.1 );
GL.Vertex3( 0, 1, 0.1 );
GL.End();
}
GL.PopMatrix ();
}
}