I want to write the information from my shader into a texture and save it in a png.

I found this:


and this

System.IO.File.WriteAllBytes(Application.dataPath + "/"+"picture5886.png", texture2.EncodeToPNG());    //app path n1! 

But currently it seems to be unsolved.

Lets say I do Graphics.Blit(src,temp,mat) into a "tempTexture". I would have the temp texture then somewhere in my world, right?. How can I save that into a png?


First you need to get your shader's output into a Texture2D, so create one of the appropriate size. You'll commonly want ARGB32 format and no mipmaps:

Texture2D outputTex = new Texture2D(width, height, TextureFormat.ARGB32, false)

If the content you want to save has already been rendered by a camera in the scene, you can skip ahead (although in this case Unity's screenshot features may be a shorter route to your goal if you don't need anything fancy)

If you want to use an off-screen buffer instead, we'll need to create a RenderTexture to write it into.

RenderTexture buffer = new RenderTexture(
                               0,                            // No depth/stencil buffer
                               RenderTextureFormat.ARGB32,   // Standard colour format
                               RenderTextureReadWrite.Linear // No sRGB conversions

(Assuming you don't need a depth/stencil buffer and don't want to work in sRGB - otherwise, use the parameters that are right for your use case)

Now we bind our RenderTexture and material/shader pass, and run our shader across every pixel.

Graphics.Blit(sourceTexture, buffer, material, passIndex);

If your shader doesn't require texture input, you might need to supply a dummy texture for sourceTexture - I haven't tested how it handles null there. ;)

Now we need to copy the data out of the current render target (whether it was the buffer we created above, or one used internally by a scene camera) and into our outputTex:

RenderTexture.active = buffer;           // If not using a scene camera
          new Rect(0, 0, width, height), // Capture the whole texture
          0, 0,                          // Write starting at the top-left texel
          false                          // No mipmaps

Now you can use outputTex.EncodeToPNG() and write the results to a file as described in the question. You should use persistentDataPath rather than dataPath if this is something you're doing at runtime though - dataPath is not guaranteed to be a writeable location in a release build.


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