我想我的图像上添加水印,这是我的代码有采取截图。谁能教我如何实现水印到我的形象?我想在图像的顶部右侧的小图标。
我想,也许在研究,如果我能实现我在画布上停留时的截图取(现实生活)。但没有运气。会很感激,如果有人可以帮助我在这里!
public string MakePhoto(bool openIt)
{
int resWidth = Screen.width;
int resHeight = Screen.height;
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false); //Create new texture
RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
// hide the info-text, if any
if (infoText)
{
infoText.text = string.Empty;
}
// render background and foreground cameras
if (backroundCamera && backroundCamera.enabled)
{
backroundCamera.targetTexture = rt;
backroundCamera.Render();
backroundCamera.targetTexture = null;
}
if (backroundCamera2 && backroundCamera2.enabled)
{
backroundCamera2.targetTexture = rt;
backroundCamera2.Render();
backroundCamera2.targetTexture = null;
}
if (foreroundCamera && foreroundCamera.enabled)
{
foreroundCamera.targetTexture = rt;
foreroundCamera.Render();
foreroundCamera.targetTexture = null;
}
// get the screenshot
RenderTexture prevActiveTex = RenderTexture.active;
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
// clean-up
RenderTexture.active = prevActiveTex;
Destroy(rt);
byte[] btScreenShot = screenShot.EncodeToJPG();
Destroy(screenShot);
#if !UNITY_WSA
// save the screenshot as jpeg file
string sDirName = Application.persistentDataPath + "/Screenshots";
if (!Directory.Exists(sDirName))
Directory.CreateDirectory (sDirName);
string sFileName = sDirName + "/" + string.Format ("{0:F0}", Time.realtimeSinceStartup * 10f) + ".jpg";
File.WriteAllBytes(sFileName, btScreenShot);
Debug.Log("Photo saved to: " + sFileName);
if (infoText)
{
infoText.text = "Saved to: " + sFileName;
}
// open file
if(openIt)
{
System.Diagnostics.Process.Start(sFileName);
}
return sFileName;
PS:我发现这可能是有用的?
public Texture2D AddWatermark(Texture2D background, Texture2D watermark)
{
int startX = 0;
int startY = background.height - watermark.height;
for (int x = startX; x < background.width; x++)
{
for (int y = startY; y < background.height; y++)
{
Color bgColor = background.GetPixel(x, y);
Color wmColor = watermark.GetPixel(x - startX, y - startY);
Color final_color = Color.Lerp(bgColor, wmColor, wmColor.a / 1.0f);
background.SetPixel(x, y, final_color);
}
}
background.Apply();
return background;
}
ProjectsView
和检查员选择导入的图像设置TextureType
到Sprite (2D and UI)
(见Sprites Manual)并且点击应用Sprite
场到您的类象
public Texture2D whatermark;
watermark
在检查Color
值对每个像素加水印的覆盖(这里假设它们具有相同的大小!)
如果你想只在纹理的某个矩形水印,你要么必须相应地扩大它,使用Texture2D.SetPixels(int x, int y, int blockWidth, int blockHeight, Color[] colors)(这是假设水印图像是比截图像素小!)像
private static void AddWaterMark(Texture2D texture, Texture2D watermarkTexture)
{
int watermarkWidth = watermarkTexture.width;
int watermarkHeight = watermarkTexture.height;
// In Unity differrent to most expectations the pixel corrdinate
// 0,0 is not the top-left corner but instead the bottom-left
// so since you want the whatermark in the top-right corner do
int startx = texture.width - watermarkWidth;
// optionally you could also still leave a border of e.g. 10 pixels by using
// int startx = texture.width - watermarkWidth - 10;
// same for the y axis
int starty = texture.height - watermarkHeight;
Color[] watermarkPixels = watermarkTexture.GetPixels();
// get the texture pixels for the given rect
Color[] originalPixels = texture.GetPixels(startx, starty, watermarkWidth, watermarkHeight);
for(int i = 0; i < watermarkPixels.Length; i++)
{
var pixel = watermarkPixels[i];
// adjust the alpha value of the whatermark
pixel.a *= 0.5f;
// add watermark pixel to original pixel
originalPixels[i] += pixel;
}
// write back the changed texture data
texture.SetPixels(startx, starty, watermarkWidth, watermarkHeight, originalPixels);
texture.Apply();
}
这样称呼它
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
AddWaterMark(screenShot, watermark);