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。
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);
}
}