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视频类APP没有美颜功能大概没人会用吧?
鉴于此,有点心血来潮,打算用Unity实现简单的美颜。
真正的商业级美颜算法是很复杂的,经过无数次打磨才成型,包括磨皮、美白、瘦脸、大眼等等细节,我这里只是用Unity3D的后处理技术做个简单的磨皮、美白。
首先,美颜一般针对的是脸部区域,我们得先识别出脸部区域。
完整的人脸识别算法,这在Unity3D中实现起来有点困难(不借助SDK),因此我们需要换个思路,仔细想想,我们也没必要进行人脸识别,我们大可识别出肤色区域,然后在肤色区域进行美颜。
- Shader "Extand/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
- }
- }
- }
最终我们发现,肤色识别算法可以大体识别出肤色区域,但是会有噪点(环境中类似肤色的点被误识别),我们可以继续优化,去除部分噪点,也可以放任不管,毕竟这只是一个Mask, 环境中有少量的点被美颜了也没事。
接下来是磨皮,磨皮的本质是模糊算法,以祛痘祛斑。
模糊算法有很多,我这里主要选择的是双边滤波算法(一种保边算法),高斯模糊作为辅助,相较于一般模糊算法,双边滤波可以在降噪平滑的同时保留边缘的一些细节,至于具体的原理,请同学们自行搜索(懒Orz)
我们直接上核心源码,是不是简单粗暴?
- Shader "Extand/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
- }
- 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;
-
- 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 < 5; m++)
- {
- half mpingfang = pow(m - 2, 2);
- for(int n = 0; n < 5; 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-2), _MainTex_TexelSize.y * (n-2)) * _BlurSize);
-
- fixed4 ncol = col - tcol;
- half npingfang = pow((n-2),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 "Extand/Effect/GaussBlur"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _BlurSize("BlurSize", Range(1,20)) = 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
- }
再来,美白提亮算法
我也已经很贴心地帮你们把原理说明找到了
核心源码技术点就是这些,我们只需要将这些整合一下,即可形成一个完整的美颜功能。
- Shader "Extand/Face/Beauty"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _BilateralTex ("_BlurTex", 2D) = "white" {}
- _GaussTex ("GaussTex", 2D) = "white" {}
- _SkinTex ("SkinTex", 2D) = "white" {}
-
- _SkinWhite("SkinWhite", Range(0,1)) = 0
- }
- 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;
-
- 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 + 0.2 * (col - bilater) + 0.8 * (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
- }
搞定收工!
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