using Unity.Collections;
using UnityEngine;
using UnityEngine.Rendering;
public sealed class AsyncCapture : MonoBehaviour
{
(RenderTexture grab, RenderTexture flip) _rt;
NativeArray
System.Collections.IEnumerator Start()
{
var (w, h) = (Screen.width, Screen.height);
_rt.grab = new RenderTexture(w, h, 0);
_rt.flip = new RenderTexture(w, h, 0);
_buffer = new NativeArray
NativeArrayOptions.UninitializedMemory);
var (scale, offs) = (new Vector2(1, -1), new Vector2(0, 1));
while (true)
{
yield return new WaitForSeconds(1);
yield return new WaitForEndOfframe();
ScreenCapture.CaptureScreenshotIntoRenderTexture(_rt.grab);
Graphics.Blit(_rt.grab, _rt.flip, scale, offs);
AsyncGPUReadback.RequestIntoNativeArray
(ref _buffer, _rt.flip, 0, OnCompleteReadback);
}
}
void onDestroy()
{
AsyncGPUReadback.WaitAllRequests();
Destroy(_rt.flip);
Destroy(_rt.grab);
_buffer.Dispose();
}
void onCompleteReadback(AsyncGPUReadbackRequest request)
{
if (request.hasError)
{
Debug.Log("GPU readback error detected.");
return;
}
using var encoded = ImageConversion.EncodeNativeArrayToPNG
(_buffer, _rt.flip.graphicsFormat,
(uint)_rt.flip.width, (uint)_rt.flip.height);
System.IO.File.WriteAllBytes("test.png", encoded.ToArray());
}
}



