KINDNICK_URP/Assets/External/EVMC4U/SampleScripts/misc/HiResolutionPhotoCamera.cs
2025-04-25 21:14:54 +09:00

87 lines
3.0 KiB
C#

/*
* ExternalReceiver
* https://sabowl.sakura.ne.jp/gpsnmeajp/
*
* MIT License
*
* Copyright (c) 2019 gpsnmeajp
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HiResolutionPhotoCamera : MonoBehaviour {
//撮影したい解像度
public int width = 4096;
public int height = 2160;
//撮影したいカメラ
public Camera cam;
//撮影ボタン
public bool shot = false;
void Update () {
//撮影ボタンが押されたら撮影する
if (shot) {
shot = false;
TakePhoto();
}
}
void TakePhoto() {
width = 8192;
height = (int)((float)8192 * (float)Screen.height/ (float)Screen.width);
//撮影したい解像度のRenderテクスチャを作成
var renderTexture = new RenderTexture(width, height, 24);
//アクティブなレンダーテクスチャを保存
var save = RenderTexture.active;
//カメラに描画対象を設定
cam.targetTexture = renderTexture;
//ReadPixelsの取得元(アクティブなレンダーテクスチャ)を設定
RenderTexture.active = renderTexture;
//即座にレンダリングする
cam.Render();
//テクスチャを生成して読み取り
Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false);
texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture.Apply();
//テクスチャをpngファイルに保存
byte[] data = texture.EncodeToPNG();
File.WriteAllBytes("output" + DateTime.Now.ToString("yyyy-MM-dd_hh-mm-ss-ff")+ ".png", data);
//破棄
DestroyImmediate(texture);
//カメラの描画対象を元に戻す
cam.targetTexture = null;
//アクティブなレンダーテクスチャを復元
RenderTexture.active = save;
}
}