我们使用unity UE 等三维渲染引擎中使用c++编写插件来接入rtsp 视频。同时做融合的时候,和背景的三维颜色要一致,这就要使用视频融合修正技术。包括亮度,对比度,饱和度的修正。在单纯颜色上的修正可以简单使用rgb->hsv去修改,这里不做累赘说明了。
使用unity 的纹理渲染来播放多路 视频,视频接入最大可达到30路,同时在untiy , UE5 中渲染。播放后有很多视频的颜色不一致,如何调整颜色成了一个问题
建立一个材质,如命名为m2
将m2 赋值给我们的面片,如pp
接下来创建一个shader,控制渲染的亮度,对比度,饱和度,分别是 Brightness, Saturation, Contrast, unity shader的基础不再啰嗦,各位可以稍稍看一下,不难。
Shader "self/BrightnessSaturationAndContrast"
{
Properties
{
_MainTex ("Base(RGB", 2D) = "white" {}
//从脚本传递更好,这里可以直接省略这些值的展示
_Brightness ("Brightness", float) = 1
_Saturation ("Saturation", float) = 1
_Contrast ("Contrast", float) = 1
}
SubShader
{
Pass
{
//关闭深度写入
//ZTest Always Cull Off Zwrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//properties
sampler2D _MainTex;
half _Brightness;
half _Saturation;
half _Contrast;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
//使用了内置的appdata_img结构体作为顶点着色器的输入
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target {
//获得屏幕图像的采样
fixed4 renderTex = tex2D(_MainTex, i.uv);
//亮度
fixed3 finalColor = renderTex.rgb * _Brightness;
//饱和度
fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b; //计算该像素的亮度值
fixed3 luminanceColor = fixed3(luminance, luminance, luminance); //创建饱和度为0的颜色
finalColor = lerp(luminanceColor, finalColor, _Saturation);
//contrast
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
finalColor = lerp(avgColor, finalColor, _Contrast);
return fixed4(finalColor, renderTex.a);
}
ENDCG
}
}
FallBack Off
}
写好shader以后, 写一个脚本,调入我们的c#脚本,脚本一为控制我们的c++插件,二是可以修改,以下的插件脚本负责调入c++ 的插件,插件会在线程里面启动,获取图像,赋值给面片。插件本身可以接入实时视频,播放视频,倒放视频,支持国标gb28181和onvif协议,可以支持矫正视频,支持多组矫正参数,同时增加三个变量,改变亮度,对比度,饱和度,便于在里面实时修改观察。
//author: 钱波
using System;
using System.Text;
using System.Threading;
using System.Collections;
using UnityEngine;
using System.Runtime.InteropServices;
using UnityEngine.UI;
using System.Linq;
using System.Collections.Generic;
using Unity.VisualScripting;
using System.IO;
[StructLayout(LayoutKind.Sequential)]
public struct FRAME
{
public int width;
public int height;
public int len;
public IntPtr Frame;
public IntPtr data;
//public byte[] data;
//[MarshalAs(UnmanagedType.LPArray)]
}
[StructLayout(LayoutKind.Sequential)]
public struct PARAM
{
public double p1;
public double p2;
public double p3;
public double p4;
public double p5;
public double p6;
public double p7;
public double p8;
public double p9;
public double c1;
public double c2;
public double c3;
public double c4;
public double c5;
}
public class rtspin : MonoBehaviour
{
[DllImport("rtspPlugin")]
public static extern bool rtsp_test([MarshalAs(UnmanagedType.LPStr)] string url, int isnv12);
[DllImport("rtspPlugin")]
public static extern bool rtsp_test_data([MarshalAs(UnmanagedType.LPStr)] string url,
[MarshalAs(UnmanagedType.LPArray)] byte[] data, ref FRAME frame);
[DllImport("rtspPlugin")]
public static extern bool rtsp_test_data_nv12([MarshalAs(UnmanagedType.LPStr)] string url,
[MarshalAs(UnmanagedType.LPArray)] byte[] data0, [MarshalAs(UnmanagedType.LPArray)] byte[] data1);
[DllImport("rtspPlugin")]
public static extern void rtsp_test_stop([MarshalAs(UnmanagedType.LPStr)] string url);
[DllImport("rtspPlugin")]
public static extern void rtsp_test_setparam([MarshalAs(UnmanagedType.LPStr)] string url, ref PARAM param);
static string[] stringArray = {"rtsp://127.0.0.1/front.mkv" };
static string[] stringPlanes = { "pp"};
//Texture2D[] texture2Ds;
int w1 = 1920;
int h1 = 1080;
int number = 1;
[Range(0.0f, 3.0f)]
public float brightness = 1.0f;
[Range(0.0f, 3.0f)]
public float saturation = 1.0f;
[Range(0.0f, 3.0f)]
public float contrast = 1.0f;
public Material briSatConMaterial;
class cmd
{
public int v_w1 = 1920;
public int v_h1 = 1080;
public byte[] v_data;
public Texture2D v_texture2Ds;
public cmd()
{
v_data = new byte[v_w1 * v_h1 * 3];
v_texture2Ds = new Texture2D(v_w1, v_h1, TextureFormat.RGB24, false);//RGB24
}
}
PARAM v_param;
//byte[][] v_datas;
Dictionary<int, cmd> hashMap_datas = new Dictionary<int, cmd>();
//byte[][] hashMap_datas;
void rtspThreading(string url)
{
Debug.Log(url);
rtsp_test(url, 1);
}
void Start()
{
//string path = Application.dataPath + "/rtsp.txt";
//path = path.Replace("/", "\\");
//if (File.Exists(path))
//{
// Debug.Log("FileExists");
// stringArray = File.ReadAllLines(path);
//}
//else
//{
// Debug.Log("FileNotExists");
// File.CreateText(path);
//}
stringArray[0] = "rtsp://127.0.0.1/front.mkv";
for (int i = 0; i < number; i++)
{
cmd c1 = new cmd();
hashMap_datas.Add(i, c1);
}
v_param = new PARAM();
//v_param.p1 = 6.5746697810243404e+002;
//v_param.p2 = 0.0;
//v_param.p3 = 3.1950000000000000e+002;
//v_param.p4 = 0.0;
//v_param.p5 = 6.5746697810243404e+002;
//v_param.p6 = 2.3950000000000000e+002;
//v_param.p7 = 0.0;
//v_param.p8 = 0.0;
//v_param.p9 = 1.0;
//v_param.c1 = -0.5180232701824102559;
//v_param.c2 = 0.5071524380583312119;
//v_param.c3 = 0.0;
//v_param.c4 = 0.0;
//v_param.c5 = -0.5784359684793970446;
//1281.48 0 975.5 0 1997.48 0 0 0 1 -0.6 0.4 0.1 0 -0.198
v_param.p1 = 1281.48;
v_param.p2 = 0.0;
v_param.p3 = 975.5;
v_param.p4 = 0.0;
v_param.p5 = 1997.48;
v_param.p6 = 0.0;
v_param.p7 = 0.0;
v_param.p8 = 0.0;
v_param.p9 = 1.0;
v_param.c1 = -0.6;
v_param.c2 = 0.4;
v_param.c3 = 0.1;
v_param.c4 = 0.0;
v_param.c5 = -0.198;
GameObject go = GameObject.Find("pp");
briSatConMaterial = go.GetComponent<MeshRenderer>().material;
}
private void OnGUI()
{
if (GUI.Button(new Rect(120, 10, 80, 30), "开始线程"))
{
Debug.Log("开始rtsp......");
for (int i = 0; i < number; i++)
{
int currentIndex = i;
Thread rtspthread1 = new Thread(() => rtspThreading(stringArray[currentIndex]));
rtspthread1.Start();
Thread.Sleep(1);
}
}
//绘制按钮,以及按下断开连接按钮,发送断开连接请求
if (GUI.Button(new Rect(210, 10, 80, 30), "结束线程"))
{
Debug.Log("结束rtsp......");
for (int i = 0; i < number; i++)
{
int currentIndex = i;
rtsp_test_stop(stringArray[currentIndex]);
}
}
}
//float delta_x, delta_y, delta_z; //计算移动量
//float distance = 5;
//float ZoomSpeed = 5f; //拉近拉远速度
//public bool isFar = true;
void Update()
{
FRAME frame = new FRAME();
if (briSatConMaterial != null)
{
briSatConMaterial.SetFloat("_Brightness", brightness);
briSatConMaterial.SetFloat("_Saturation", saturation);
briSatConMaterial.SetFloat("_Contrast", contrast);
}
for (int i = 0; i < number; i++)
{
if (rtsp_test_data(stringArray[i], hashMap_datas[i].v_data, ref frame))
{
rtsp_test_setparam(stringArray[i], ref v_param);
//Texture2D original = new Texture2D(w1, h1, TextureFormat.RGB24, false);
//original.LoadRawTextureData(hashMap_datas[i].v_data);
//FlipTexture(original, hashMap_datas[i].v_texture2Ds);
hashMap_datas[i].v_texture2Ds.LoadRawTextureData(hashMap_datas[i].v_data);
hashMap_datas[i].v_texture2Ds.Apply();
GameObject go = GameObject.Find(stringPlanes[i]);
go.GetComponent<MeshRenderer>().material.mainTexture = hashMap_datas[i].v_texture2Ds;
}
}
}
void OnDestroy()
{
Debug.Log("Destory, 结束rtsp......");
for (int i = 0; i < number; i++)
{
int currentIndex = i;
rtsp_test_stop(stringArray[currentIndex]);
}
}
}
点击开始播放,rtsp线程开始播放,inspector里面可以调整三个值,可以直观地看到视频播放的亮度和对比度饱和度的改变。
修改一下亮度
同时修改三个参数的变化