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Unity3D---通过Shader实现美颜

Unity3D---通过Shader实现美颜

作者: 雄关漫道从头越 | 来源:发表于2021-05-12 16:07 被阅读0次

    Unity3D---通过Shader实现美颜

    最近项目需要用到美颜的效果,参考了不少文章,最终选择了上面的这篇文章中的做法,效果还可以。


    原图 美颜-1
    美颜-2

    实现主要是分以下几步:

    1.对原图进行脸部区域识别,得到一张mask图;
    2.对原图进行双边滤波得到一张双边滤波纹理;
    3.对双边过滤得到的纹理分别进行x,y方向的高斯处理得到一张高斯纹理;
    4.对原图进行增强:模糊+细节*k(细节 = 原图 - 模糊);
    5.对得到的增强纹理的脸部区域(mask图)进行亮度提升(美白),得到最终纹理。

    下面是源码:

    Shader "Custom/Face/SkinCheck"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
     
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }
     
                fixed4 check(fixed4 col)
                {
                    //使用的是ycbcr颜色模型,一般肤色会在这个区间内
                    //也可以使用RGB颜色模型,我试了下,感觉上面更准确
                    half u = (-0.169 * col.r - 0.331 * col.g + 0.5 * col.b + 0.5) * 255;
                    half v = (0.5 * col.r - 0.419 * col.g - 0.081 * col.b + 0.5) * 255;
     
                    fixed t1 = saturate(sign(u - 80));
                    fixed t2 = saturate(sign(121 - u));
                    fixed t3 = saturate(sign(v - 124));
                    fixed t4 = saturate(sign(175 - v));
     
                    //肤色区域 t=1
                    fixed t = sign(t1 * t2 * t3 * t4);
     
                    //只显示肤色区域
                    //return col * t;
     
                    //记录下肤色区域 t = 1
                    return fixed4(col.rgb, t);
                }
     
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.uv);
                    return check(col);
                }
                ENDCG
            }
     
            Pass
            {
                //降噪;
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv[9] : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
                fixed4 _MainTex_TexelSize;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
     
                    half size = 1;
                    for(int m = 0; m < 2; m++)
                    {
                        for(int n = 0; n < 2; n++)
                        {
                            float x = _MainTex_TexelSize.x * (n - 1);
                            float y = _MainTex_TexelSize.y * (1 - m);
                            o.uv[m*3+n] = v.uv + float2(x, y) * size;
                        }
                    }
     
                    return o;
                }
     
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 color = tex2D(_MainTex, i.uv[4]);
     
                    half alpha = 0;
     
                    for(int m = 0; m < 2; m++)
                    {
                        for(int n = 0; n < 2; n++)
                        {
                            fixed4 col = tex2D(_MainTex, i.uv[m*3+n]);
                            alpha += col.a;
                        }
                    }
     
                    half a0 = saturate((alpha - color.a - 0.5) * 10);//周围全黑;
                    half a1 = 1 - saturate((alpha - color.a - 7.5) * 10);//周围全白;
     
                    return color * a0 * a1;
                    //return fixed4(color.rgb, color.a * a0 * a1);
                }
                ENDCG
            }
     
            Pass
            {
                //降噪---除去肤色小块;
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
                fixed4 _MainTex_TexelSize;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    
                    return o;
                }
     
                fixed isskin(v2f i)
                {
                    float r = min(_ScreenParams.x, _ScreenParams.y);
                    r = round(r * 0.2);
                    int step = max(1, round(r * 0.1));
     
                    half rate = 1;
                    //向四个方向射出射线;
                    for(int m = 0; m < 5; m++)
                    {
                        half alpha = 0;
                        half count = 0.01;
     
                        for(int n = 0; n < r; n += step)
                        {
                            float x = n * ((m + 1) % 2) * sign(1 - m);
                            float y = n * (m % 2) * sign(2 - m);
                        
                            count += 1;
                            alpha += tex2D(_MainTex, i.uv + float2(x * _MainTex_TexelSize.x, y * _MainTex_TexelSize.y)).a;
                        }
     
                        //采样75%都是肤色,说明这个区域是脸部;
                        rate = rate * saturate((0.9 - alpha / count) * 1000);
                    
                    }
     
                    return 1 - rate;
                }
     
     
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 color = tex2D(_MainTex, i.uv);
                    
                    return color * color.a * isskin(i);
                    //return fixed4(color.rgb, color.a * rate);
                }
                ENDCG
            }
        }
    }
    
    
    Shader "Custom/Effect/BilateralFilters"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _BlurSize("BlurSize", Range(1,12)) = 1
            _SigmaS("SigmaS", Range(1,10)) = 5
            _SigmaR("SigmaR", Range(0.01,1)) = 0.09
            _Range("Range", Range(1,10)) = 2
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
     
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
                float4 _MainTex_TexelSize;
                float _BlurSize;
                float _SigmaS;
                float _SigmaR;
                float _Range;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
     
                    o.uv = v.uv;
     
                    return o;
                }
     
                fixed4 bilater(v2f i)
                {
                    half sigmas2 = 2 * _SigmaS * _SigmaS;//函数中常量系数,取5
                    half sigmar2 = 2 * _SigmaR * _SigmaR;//函数中常量系数,取0.09
                    half fenzi_r = 0,fenzi_g = 0,fenzi_b = 0;
                    half fenmu_r = 0, fenmu_g = 0, fenmu_b = 0;
                    fixed4 col = tex2D(_MainTex,i.uv);              
     
                    for(int m = 0; m < 2*_Range+1; m++)
                    {
                        half mpingfang = pow(m - _Range, 2);
                        for(int n = 0; n < 2*_Range+1; n++)
                        {
                            //_BlurSize为模糊级别,数值越大,模糊程度越高,图像失真也越大
                            fixed4 tcol = tex2D(_MainTex,i.uv + float2(_MainTex_TexelSize.x * (m-_Range), _MainTex_TexelSize.y * (n-_Range)) * _BlurSize);
      
                            fixed4 ncol = col - tcol;
                            half npingfang = pow((n-_Range),2);
                            half w_s = (mpingfang + npingfang) / sigmas2;
                            half wr = pow(2.718, -(w_s + ncol.r * ncol.r / sigmar2));//e常量=2.718...
                            half wg = pow(2.718, -(w_s + ncol.g * ncol.g / sigmar2));
                            half wb = pow(2.718, -(w_s + ncol.b * ncol.b / sigmar2));
                            fenmu_r += wr;
                            fenmu_g += wg;
                            fenmu_b += wb;
                            fenzi_r += wr * tcol.r;
                            fenzi_g += wg * tcol.g;
                            fenzi_b += wb * tcol.b;
                        }
                    }
                    return fixed4(fenzi_r/fenmu_r, fenzi_g/fenmu_g, fenzi_b/fenmu_b, col.a);
                }
     
                fixed4 frag (v2f i) : SV_Target
                {
                    return bilater(i);
                }
                ENDCG
            }
        }
     
        FallBack Off
    }
    
    Shader "Custom/Effect/GaussBlur"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _BlurSize("BlurSize", Range(0,20)) = 5
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
     
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv[5] : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
                float4 _MainTex_TexelSize;
                float _BlurSize;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
     
                    o.uv[0] = v.uv;
                    //高斯-x方向的模糊(y方向同理)
                    o.uv[1] = v.uv + float2(_MainTex_TexelSize.x * 1, 0) * _BlurSize;//_BlurSize模糊级别
                    o.uv[2] = v.uv - float2(_MainTex_TexelSize.x * 1, 0) * _BlurSize;
                    o.uv[3] = v.uv + float2(_MainTex_TexelSize.x * 2, 0) * _BlurSize;
                    o.uv[4] = v.uv - float2(_MainTex_TexelSize.x * 2, 0) * _BlurSize;
     
                    return o;
                }
     
                fixed4 frag (v2f i) : SV_Target
                {
                    float weight[3] = {0.4026, 0.2442, 0.0545};
     
                    fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
                    
                    for(int m = 1; m < 3; m++)
                    {
                        sum += tex2D(_MainTex, i.uv[m * 2 - 1]).rgb * weight[m];
                        sum += tex2D(_MainTex, i.uv[m * 2]).rgb * weight[m];
                    }
     
                    return fixed4(sum, 1.0);
                }
                ENDCG
            }
     
     
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv[5] : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
                float4 _MainTex_TexelSize;
                float _BlurSize;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    
                    o.uv[0] = v.uv;
     
                    o.uv[1] = v.uv + float2(0, _MainTex_TexelSize.y * 1) * _BlurSize;
                    o.uv[2] = v.uv - float2(0, _MainTex_TexelSize.y * 1) * _BlurSize;
                    o.uv[3] = v.uv + float2(0, _MainTex_TexelSize.y * 2) * _BlurSize;
                    o.uv[4] = v.uv - float2(0, _MainTex_TexelSize.y * 2) * _BlurSize;
     
                    return o;
                }
     
                fixed4 frag (v2f i) : SV_Target
                {
                    float weight[3] = {0.4026, 0.2442, 0.0545};
     
                    fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
                    
                    for(int m = 1; m < 3; m++)
                    {
                        sum += tex2D(_MainTex, i.uv[m * 2 - 1]).rgb * weight[m];
                        sum += tex2D(_MainTex, i.uv[m * 2]).rgb * weight[m];
                    }
     
                    return fixed4(sum, 1.0);
                }
                ENDCG
            }
        }
     
        FallBack Off
    }
    
    
    Shader "Custom/Face/Beauty"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _BlurTex ("BlurTex", 2D) = "white" {}
            _GaussTex ("GaussTex", 2D) = "white" {}
            _SkinTex ("SkinTex", 2D) = "white" {}
     
            _SkinWhite("SkinWhite", Range(0,1)) = 0
            _Weight("Weight", Range(0,1)) = 0.2
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
     
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
     
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
     
                sampler2D _MainTex;
                float4 _BlurTex_TexelSize;
                sampler2D _BlurTex;
                sampler2D _GaussTex;
                sampler2D _SkinTex;
                float _SkinWhite;
                float4 _Weight;
     
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }
     
                fixed4 skin(fixed4 col)
                {
                    half u = (-0.169 * col.r - 0.331 * col.g + 0.5 * col.b + 0.5) * 255;
                    half v = (0.5 * col.r - 0.419 * col.g - 0.081 * col.b + 0.5) * 255;
     
                    fixed t1 = saturate(sign(u - 80));
                    fixed t2 = saturate(sign(121 - u));
                    fixed t3 = saturate(sign(v - 124));
                    fixed t4 = saturate(sign(175 - v));
     
                    fixed t = sign(t1 * t2 * t3 * t4);
                    return fixed4(col.r, col.g, col.b, t);
                }
     
                half luminance(fixed4 color){
                    return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
                }
     
                fixed4 bright(fixed4 col)
                {
                    //美颜提亮算法
                    half BrightLevel = 5; 
                    half3 temp = (0,0,0);
                    temp.x = log(col.r * (BrightLevel - 1) + 1) / log(BrightLevel);
                    temp.y = log(col.g * (BrightLevel - 1) + 1) / log(BrightLevel);
                    temp.z = log(col.b * (BrightLevel - 1) + 1) / log(BrightLevel);
                    return  fixed4(temp, col.a);
                }
     
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.uv);      //原图
                    fixed4 cskin = tex2D(_SkinTex, i.uv);    //肤色Mask
                    fixed4 bilater = tex2D(_BlurTex, i.uv);  //双边过滤
                    fixed4 gauss = tex2D(_GaussTex, i.uv);   //高斯模糊
                    //按照我们的设想,只需要对肤色区域进行双边过滤,再提亮即可完成美颜
                    //而实际上,这样做的效果不算理想,因为双边过滤算法虽然是保边算法,但它不可能做到绝对保边
                    //因此,我们需要再给模糊后的纹理,增加脸部细节 
                    //主要算法原理: 
                    //1.原图 = 模糊 + 细节  --->  细节 = 原图 - 模糊   
                    //2.增强 = 模糊 + 细节 * k
                    //这一步具有很强的主观性,是试出来的 
                    //0.2 * (col - bilater)   是取原图双边过滤剩下的细节
                    //0.8 * (bilater - gauss) 是取原图双边过滤再高斯模糊剩下的细节
                    half4 nblur = bilater + _Weight * (col - bilater) + (1 - _Weight) * (bilater - gauss);
                    nblur.r = saturate(nblur.r);//防止颜色值溢出
                    nblur.g = saturate(nblur.g);
                    nblur.b = saturate(nblur.b);
                    //使用肤色Mask,如果是肤色区域,即取模糊值,否则取原图
                    fixed4 final = lerp(col, fixed4(nblur.rgb,1) , cskin.a);
                    //提亮
                    fixed4 cbright = bright(final);
                    //根据提亮级别插值
                    final = lerp(final, cbright , _SkinWhite);
                 
                    final.a = 1;
                    return final;
                }
     
                ENDCG
            }
        }
     
        FallBack Off
    }
    
    using UnityEngine;
    
    public class BeautyEffect : MonoBehaviour
    {
        public Material bilateralFilterMat;
        public Material gaussBlurMat;
        public Material skinCheckMat;
        public Material beautyMat;
    
        private void OnRenderImage(RenderTexture src, RenderTexture dest)
        {
            Beauty(src,dest);
        }
    
        private void Beauty(RenderTexture src, RenderTexture dest)
        {
            RenderTexture tex0 = RenderTexture.GetTemporary(src.width,src.height);
            RenderTexture tex1 = RenderTexture.GetTemporary(src.width,src.height);
            RenderTexture tex2 = RenderTexture.GetTemporary(src.width,src.height);
            RenderTexture tex3 = RenderTexture.GetTemporary(src.width,src.height);
            
            //双边过滤
            Graphics.Blit(src,tex0,bilateralFilterMat);
            //高斯模糊
            //对双边过滤结果进行x方向高斯模糊
            Graphics.Blit(tex0,tex1,gaussBlurMat,0);
            //对双边过滤结果进行y方向高斯模糊
            Graphics.Blit(tex1,tex2,gaussBlurMat,1);
            
            //对原图进行肤色识别,得到肤色mask
            Graphics.Blit(src,tex1,skinCheckMat,0);
            //对肤色mask进行处理,减少噪点
            Graphics.Blit(tex1,tex3,skinCheckMat,1);
            RenderTexture.ReleaseTemporary(tex1);
            
            //将几张纹理图传入beauty.shader
            //我们将在beauty.shader中进行处理
            beautyMat.SetTexture("_BlurTex",tex0);//双边过滤得到的纹理
            beautyMat.SetTexture("_GaussTex",tex2);//对双边过滤结果进行高斯模糊得到的纹理
            beautyMat.SetTexture("_SkinTex",tex3);//原图进行肤色识别
            Graphics.Blit(src,dest,beautyMat);
            
            RenderTexture.ReleaseTemporary(tex0);
            RenderTexture.ReleaseTemporary(tex2);
            RenderTexture.ReleaseTemporary(tex3);
        }
    }
    

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