Files
XRLib/Assets/Scripts/UVC/Extention/RenderTextureEx.cs
2025-09-25 16:31:52 +09:00

121 lines
4.5 KiB
C#

using UnityEngine;
using UVC.Log;
namespace UVC.Extension
{
/// <summary>
/// RenderTexture 확장 메서드를 제공하는 클래스입니다.
/// </summary>
public static class RenderTextureEx
{
/// <summary>
/// RenderTexture를 Texture2D로 변환합니다.
/// </summary>
/// <param name="renderTexture">변환할 RenderTexture 객체</param>
/// <returns>변환된 Texture2D 객체</returns>
/// <example>
/// 사용 예시:
/// <code>
/// // RenderTexture 생성
/// RenderTexture renderTexture = new RenderTexture(256, 256, 24);
///
/// // 카메라에서 renderTexture에 렌더링
/// Camera.main.targetTexture = renderTexture;
/// Camera.main.Render();
///
/// // RenderTexture를 Texture2D로 변환
/// Texture2D texture2D = renderTexture.ToTexture2D();
///
/// // 사용 후 정리
/// Camera.main.targetTexture = null;
/// Camera.main.ResetAspect();
/// </code>
/// </example>
public static Texture2D ToTexture2D(this RenderTexture renderTexture)
{
Texture2D texture2D = new Texture2D(renderTexture.width, renderTexture.height);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new UnityEngine.Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
return texture2D;
}
/// <summary>
/// RenderTexture를 바이트 배열로 변환합니다.
/// </summary>
/// <param name="renderTexture">변환할 RenderTexture 객체</param>
/// <param name="format">이미지 형식 (기본값: PNG)</param>
/// <returns>바이트 배열</returns>
/// <example>
/// 사용 예시:
/// <code>
/// RenderTexture rt = new RenderTexture(256, 256, 24);
/// byte[] bytes = rt.ToBytes();
/// File.WriteAllBytes("screenshot.png", bytes);
/// </code>
/// </example>
public static byte[] ToBytes(this RenderTexture renderTexture, TextureFormat format = TextureFormat.RGBA32)
{
Texture2D texture2D = renderTexture.ToTexture2D();
byte[] bytes = texture2D.EncodeToPNG();
Object.Destroy(texture2D);
return bytes;
}
/// <summary>
/// RenderTexture를 지정된 경로에 PNG 파일로 저장합니다.
/// </summary>
/// <param name="renderTexture">저장할 RenderTexture 객체</param>
/// <param name="filePath">저장할 파일 경로</param>
/// <returns>성공 여부</returns>
/// <example>
/// 사용 예시:
/// <code>
/// RenderTexture rt = new RenderTexture(256, 256, 24);
/// Camera.main.targetTexture = rt;
/// Camera.main.Render();
/// bool success = rt.SaveToPNG("Assets/Screenshots/screenshot.png");
/// Camera.main.targetTexture = null;
/// </code>
/// </example>
public static bool SaveToPNG(this RenderTexture renderTexture, string filePath)
{
try
{
byte[] bytes = renderTexture.ToBytes();
System.IO.File.WriteAllBytes(filePath, bytes);
return true;
}
catch (System.Exception e)
{
ULog.Error($"RenderTexture를 PNG로 저장하는 데 실패했습니다: {e.Message}", e);
return false;
}
}
/// <summary>
/// RenderTexture의 크기를 조정합니다.
/// </summary>
/// <param name="renderTexture">원본 RenderTexture</param>
/// <param name="width">새 너비</param>
/// <param name="height">새 높이</param>
/// <returns>크기가 조정된 새로운 RenderTexture</returns>
/// <example>
/// 사용 예시:
/// <code>
/// RenderTexture originalRT = new RenderTexture(1024, 1024, 24);
/// RenderTexture resizedRT = originalRT.ResizeTLBR(512, 512);
/// // 사용 후 정리
/// resizedRT.Release();
/// originalRT.Release();
/// </code>
/// </example>
public static RenderTexture Resize(this RenderTexture renderTexture, int width, int height)
{
RenderTexture resized = new RenderTexture(width, height, renderTexture.depth);
Graphics.Blit(renderTexture, resized);
return resized;
}
}
}