I need to save a particular part of the scene as screenshot in unity.

When I click on the save button,only the brain part should get saved on desktop or phone.

But the issue is,when I click on the save button the full scene is getting saved.I am able to display particular part on the scene using the below code

exture2D screencap;
	 Texture2D border;
	Texture2D snap;
 bool shot=false;
	public string path;
	void Start () {
		screencap=new Texture2D(300,200,TextureFormat.RGB24,false);
		border=new Texture2D(2,2,TextureFormat.ARGB32,false);
		border.Apply();
	
	}
	
	// Update is called once per frame
	void Update () {
		if(Input.GetKeyUp(KeyCode.Mouse0))
		{
			StartCoroutine("Capture");
		}
	
	}
	string fileName(int width, int height)
	{
		return string.Format("screen_{0}x{1}_{2}.png",
		                     width, height,
		                     System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"));
	}

	void OnGUI()
	{
		GUI.DrawTexture(new Rect(200,100,300,2),border,ScaleMode.StretchToFill);
		GUI.DrawTexture(new Rect(200,300,300,2),border,ScaleMode.StretchToFill);
		GUI.DrawTexture(new Rect(195,100,2,200),border,ScaleMode.StretchToFill);
		GUI.DrawTexture(new Rect(500,100,2,201),border,ScaleMode.StretchToFill);
		if(shot)
		{
		GUI.DrawTexture(new Rect(50,10,60,40),screencap,ScaleMode.StretchToFill);
			//Application.CaptureScreenshot(myFolderLocation+myFilename);
		}
	}
	 IEnumerator Capture()
	{
		yield return new WaitForEndOfFrame();
		//RenderTexture rt = new RenderTexture(2550, 3300, 24);
		//camera.targetTexture = rt;
		screencap.ReadPixels(new Rect(198,98,298,198),0,0);
		screencap.Apply();
		shot=true;
		//camera.Render();
		//RenderTexture.active=rt;
		byte[] bytes=screencap.EncodeToPNG();
		//snap=border;
		string filename=fileName(300,200);

		Application.CaptureScreenshot("D:"+"kkkkk");

	}
}

but the screen shot is saved as the image attached below.

Can anybody help me solving this issue?

You could save the ‘screenshot’ with

byte[] bytes = screencap.EncodeToPNG();
System.IO.File.WriteAllBytes("path_and_name.png", bytes);