unity图像处理
unity图像处理
图像处理主要有这些类
-
Graphics
- Blit 纹理通过材质渲染到目标,纹理设为材质的 _MainTex 属性
将 dest 设置为渲染目标,为null时直接渲染到屏幕,使用后RenderTexture.active变成dest
该操作在GPU上复制纹理,速度很快
在 android 上如果不生效,尝试创建 RenderTexture 时深度值设为0
scale 和 offset 不使用材质时才有,用来设置uv偏移和缩放 - ConvertTexture 在不同格式和尺寸的纹理之间进行转换的有效方式
注意 Blit 目标是 RenderTexture ,ConvertTexture 目标是 Texture2D
ConvertTexture 对目标格式也有要求,必须是 RenderTarget 支持的格式,目前只测出支持 ARBG32 - CopyTexture 高效复制,大小必须相同,格式必须一致
- DrawMesh 绘制网格,只是提交到渲染队列
- DrawTexture 在屏幕坐标系中绘制纹理,只能在OnGUI以及之后的生命周期方法中调用,否则无法显示。
- SetRenderTarget 设置当前渲染目标
- Blit 纹理通过材质渲染到目标,纹理设为材质的 _MainTex 属性
-
Texture2D
- ReadPixels 读取屏幕缓存到Texture2D,先通过 RenderTexture.active=XXX; 关联,就可以读取XXX
该函数从GPU上读取像素到CPU
如果只是用来获取像素数据,不需要渲染,则不要调用 Texture2D.Apply ,因为很耗时
如果要用来渲染,则要调用 Texture2D.Apply - EncodeToPNG 编码成图像文件格式
- EncodeToJPG
- ReadPixels 读取屏幕缓存到Texture2D,先通过 RenderTexture.active=XXX; 关联,就可以读取XXX
-
ImageConversion 图像编解码
- EncodeToPNG
- EncodeToJPG
- UnsafeEncodeNativeArrayToPNG
- UnsafeEncodeNativeArrayToJPG
-
RenderTexture 只包含GPU上的数据,要获取cpu上的数据(比如像素字节数组),需要使用 Texture2D.ReadPixels 从 GPU 传到 CPU
-
ScreenCapture 截屏
- CaptureScreenshot 截屏保存成png
- CaptureScreenshotAsTexture 截屏保存成 Texture2D
- CaptureScreenshotIntoRenderTexture 截屏保存成 RenderTexture
-
WebCamTexture 捕获手机相机画面,可以参考 OpenCVForUnity\org\opencv\unity\helper\WebCamTextureToMatHelper.cs
图像处理的一般流程
- 渲染到 RenderTexture
使用 Graphics.Blit
或者 设置 Camera.targetTexture 然后调用 Camera.Render() - 用 RenderTexture 生成 Texture2D
使用 Texture2D.ReadPixels - 将 Texture2D 保存成文件或设置给 RawImage 进行显示
使用 Texture2D.EncodeToPNG
动态创建材质
// shaderName 是可以在任何材质的着色器弹出窗口中看到的名称,例如“Standard”、“Unlit/Texture”、“Legacy Shaders/Diffuse”等
// 场景中必须有对象引用了着色器,否则着色器有可能缺失
// 可以直接把着色器添加到 ProjectSettings->Graphics->Built-in Shader Settings->Always included shaders
// 如果只是某个平台用,可以加到 ProjectSettings->Player->Android->Other Settings->PreloadAssets
Shader shader = Shader.Find(shaderName);
Material material = new Material(shader);
创建RenderTexture
public static RenderTexture CreateRenderTexture(int width, int height, int depth = 24,
RenderTextureFormat format = RenderTextureFormat.ARGB32, bool usequaAnti = true)
{
var rt = new RenderTexture(width, height, depth, format);
rt.wrapMode = TextureWrapMode.Clamp;
if (QualitySettings.antiAliasing > 0 && usequaAnti)
{
rt.antiAliasing = QualitySettings.antiAliasing;
}
rt.Create();
return rt;
}
RenderTexture rt = CreateRenderTexture(1024,720,24,RenderTextureFormat.ARGB32);
// 如果是临时使用,经常使用
RenderTexture renderTexture = RenderTexture.GetTemporary(texture2D.width, texture2D.height);
// 使用 renderTexture 后释放
RenderTexture.ReleaseTemporary(renderTexture);
RenderTexture 和 Texture2D 互转
RenderTexture 代表GPU纹理,Texture2D 代表CPU纹理,当要操作纹理时使用 RenderTexture 更快,当要操作数据时使用 Texture2D
-
RenderTexture 转 Texture2D
-
方法一:
Texture2D tex = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false); var prevActive = RenderTexture.active; RenderTexture.active = renderTexture; // ReadPixels 读取当前渲染目标某个区域的像素并写入 tex 中,[0,0] 表示左下 tex.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0); // Apply 把纹理数据上传给GPU,如果这个纹理只是用来获取像素数据,不需要渲染,则不要调用该函数,因为很耗时 tex.Apply(); RenderTexture.active = prevActive; -
方法二:
renderTexture.enableRandomWrite = true; Texture2D tex = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGB24, false); Graphics.ConvertTexture(renderTexture, tex); //RT要enableRandomWrite,T2D要关闭mipmap,否则报错误
-
-
Texture2D 转 RenderTexture
// 如果只是临时使用,用这个效率更高 RenderTexture renderTexture = RenderTexture.GetTemporary(texture2D.width, texture2D.height); RenderTexture prev = RenderTexture.active; RenderTexture.active = renderTexture; Graphics.Blit(texture2D, renderTexture); RenderTexture.active = prev; RenderTexture.ReleaseTemporary(renderTexture);
获取 RenderTexture 图像数据
```csharp
// RenderTexture 数据是在 GPU 上,要获取数据必须先传到 cpu 上
byte[] pixelBuffer = new byte[renderTexture.width * renderTexture.height * 4];
if (SystemInfo.supportsAsyncGPUReadback)
AsyncGPUReadback.Request(renderTexture, 0, request => {
if (pixelBuffer != null) {
request.GetData<byte>().CopyTo(pixelBuffer);
}
});
else {
var texture2D = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGBA32, false, false);
var prevActive = RenderTexture.active;
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0, false);
texture2D.GetRawTextureData<byte>().CopyTo(pixelBuffer);
RenderTexture.active = prevActive;
}
```
纹理和图像互转
主要使用 UnityEngine.ImageConversion
-
纹理编码成文件格式
byte[] data = texture2D.EncodeToTGA();
byte[] data = texture2D.EncodeToJPG();
byte[] data = texture2D.EncodeToPNG();
下面这句跟上面那句等价
byte[] bytes = ImageConversion.EncodeArrayToPNG(texture2D.GetRawTextureData(), texture2D.graphicsFormat, (uint)texture2D.width, (uint)texture2D.height); -
加载图片成纹理
FileStream fs = new System.IO.FileStream("d:\\1.jpg", System.IO.FileMode.Open, System.IO.FileAccess.Read); byte[] thebytes = new byte[fs.Length]; fs.Read(thebytes, 0, (int)fs.Length); //实例化一个Texture2D,宽和高设置可以是任意的,因为当使用LoadImage方法会对Texture2D的宽和高会做相应的调整 Texture2D texture = new Texture2D(1,1); texture.LoadImage(thebytes); material.mainTexture = texture; material.mainTextureScale = new Vector2(1, 1); material.mainTextureOffset = new Vector2(0, 0); -
直接设置纹理数据
Texture2D tex = new Texture2D(16, 16, TextureFormat.R8, false); // bytes 长度为 w * h * 每像素占的字节数,如果有 mipmap,还要加上 mipmap 大小 byte[] bytes = new byte[tex.width*tex.height]; for (int y = 0; y < tex.height; y++) { for (int x = 0; x < tex.width; x++) { bytes[index++] = 255; } } // 如果要解压缩数据,可以直接修改 tex.GetRawTextureData() 返回的数组,省去1次拷贝 tex.LoadRawTextureData(bytes); tex.Apply(); -
UI中显示纹理
// 使用 RawImage rawImage.texture = texture2D; // 使用 Image,必须先创建 Sprite Sprite sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), new Vector2(0, 0)); image.sprite = sprite; -
截图
Texture2D tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false); // ReadPixels 读取当前渲染目标某个区域的像素并写入 tex 中 tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); tex.Apply(); byte[] bytes = tex.EncodeToPNG(); File.WriteAllBytes(Application.dataPath + "/../SavedScreen.png", bytes);
Texture2D 保存成文件
public void SaveTextureToFile(Texture2D texture, string filePath)
{
var bytes = texture.EncodeToPNG();
var file = File.Open(filePath, FileMode.Create);
var binary = new BinaryWriter(file);
binary.Write(bytes);
file.Close();
}
使用 ReadPixels 拼接图像
RenderTexture prev = RenderTexture.active;
RenderTexture.active = m_RGBSource;
tempdest.ReadPixels(new Rect(0, 0, m_RGBSource.width, m_RGBSource.height), 0, 0);
RenderTexture.active = foresource;
tempdest.ReadPixels(new Rect(0, 0, foresource.width, foresource.height), foresource.width, 0);
tempdest.Apply();
RenderTexture.active = prev;
Graphics.Blit(tempdest, dest);
相机渲染到纹理
var main = Camera.main;
var renderTexture = new RenderTexture(Screen.width, Screen.height, 16);
main.targetTexture = renderTexture;
main.Render();
RenderTexture.active = renderTexture;
Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGBA32, false, false);
texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
对纹理进行shader处理
// 这个 shader 我们一般创建时选择 ImageEffectShader
Material material = new Material(Resources.Load<Shader>(shader_name));
RenderTexture renderTexture = RenderTexture.GetTemporary(texture2D.width, texture2D.height);
// Blit 将 dest 设置为渲染目标,在材质上设置 source _MainTex 属性, 并绘制全屏四边形
Graphics.Blit(texture2D, renderTexture, material);
RenderTexture.ReleaseTemporary(renderTexture);
图像缩放
-
使用 Graphics.Blit/ConvertTexture 缩放(推荐)
如果只是缩放用 ConvertTexture,如果涉及颜色变换等就用 Blit// 用 ConvertTexture 缩放 static Texture2D Resize(Texture2D source, int newWidth, int newHeight) { Texture2D tex = new Texture2D(newWidth, newHeight,TextureFormat.ARGB32,false); Graphics.ConvertTexture(source, tex); return tex; } // 用 Blit 缩放 static Texture2D Resize(Texture2D source, int newWidth, int newHeight) { source.filterMode = FilterMode.Point; RenderTexture rt = RenderTexture.GetTemporary(newWidth, newHeight); rt.filterMode = FilterMode.Point; RenderTexture prev = RenderTexture.active; RenderTexture.active = rt; Graphics.Blit(source, rt); var nTex = new Texture2D(newWidth, newHeight); nTex.ReadPixels(new Rect(0, 0, newWidth, newHeight), 0, 0); nTex.Apply(); RenderTexture.active = prev; RenderTexture.ReleaseTemporary(renderTexture); return nTex; } -
直接缩放(耗性能)
Texture2D ScaleTexture(Texture2D source, int targetWidth, int targetHeight) { Texture2D result = new Texture2D(targetWidth, targetHeight, source.format, false); float incX = (1.0f / (float)targetWidth); float incY = (1.0f / (float)targetHeight); for (int i = 0; i < result.height; ++i) { for (int j = 0; j < result.width; ++j) { Color newColor = source.GetPixelBilinear((float)j / (float)result.width, (float)i / (float)result.height); result.SetPixel(j, i, newColor); } } result.Apply(); return result; } -
使用gpu计算(略显复杂)
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c#代码:
RenderTexture Resize(ComputeShader shader, int divideSize) { RenderTexture t = new RenderTexture(inputTexture.width/ divideSize, inputTexture.height / divideSize, 24, RenderTextureFormat.ARGBFloat); t.enableRandomWrite = true; t.Create(); int k = shader.FindKernel("Resize"); shader.SetInt("divideSize", divideSize); shader.SetTexture(k, "inputTexture", inputTexture); shader.SetTexture(k, "outputTexture", t); shader.Dispatch(k, inputTexture.width / 8, inputTexture.height / 8, 1); return t; } -
Compute Shader 代码:
#pragma kernel Resize int divideSize; // 原始圖像大小除以這個值 Texture2D inputTexture; RWTexture2D <float4> outputTexture; [numthreads(8, 8, 1)] void Resize(uint3 id : SV_DispatchThreadID) { outputTexture[id.xy / divideSize] = inputTexture[id.xy]; }
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