色度键片段着色器找不到颜色 [英] Chroma key Fragment Shader fails to find the color

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本文介绍了色度键片段着色器找不到颜色的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试编写一个片段着色器,以用作特定颜色的色键过滤器(例如,使所有具有特定绿色的像素透明).

I'm trying to write a fragment-shader that functions as a chroma-key filter for a specific color (for example make all pixels with a specific green transparent).

我正在编写的着色器用于通过PIXI.js的WebGL.

The shader I'm writing is for use in WebGL trough PIXI.js.

JSFiddle: https://jsfiddle.net/IbeVanmeenen/hexec6eg/14/

JSFiddle: https://jsfiddle.net/IbeVanmeenen/hexec6eg/14/

到目前为止,我已经基于我发现的着色器为着色器编写了这段代码

So far, I wrote this code for the shader, based on the shader I've found here.

varying vec2 vTextureCoord;

uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D uSampler;

void main() {
    vec4 textureColor = texture2D(uSampler, vTextureCoord);

    float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
    float maskCr = 0.7132 * (colorToReplace.r - maskY);
    float maskCb = 0.5647 * (colorToReplace.b - maskY);

    float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
    float Cr = 0.7132 * (textureColor.r - Y);
    float Cb = 0.5647 * (textureColor.b - Y);

    float blendValue = smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));
    gl_FragColor = vec4(textureColor.rgb, textureColor.a * blendValue);
}

现在,当我定义和测试此功能时,什么也没有发生. 问题出在着色器上,因为我尝试过的其他滤镜都起作用.

Now, when I define and test this, nothing happens. The problem lies with the shader, because the other filters I tried work.

我用于测试的颜色是rgb(85, 249, 44).

带有PIXI的着色器的完整代码如下:

The Full code for the shader with PIXI is below:

function ChromaFilter() {
    const vertexShader = null;
    const fragmentShader = [
        "varying vec2 vTextureCoord;",

        "uniform float thresholdSensitivity;",
        "uniform float smoothing;",
        "uniform vec3 colorToReplace;",
        "uniform sampler2D uSampler;",

        "void main() {",
            "vec4 textureColor = texture2D(uSampler, vTextureCoord);",

            "float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;",
            "float maskCr = 0.7132 * (colorToReplace.r - maskY);",
            "float maskCb = 0.5647 * (colorToReplace.b - maskY);",

            "float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;",
            "float Cr = 0.7132 * (textureColor.r - Y);",
            "float Cb = 0.5647 * (textureColor.b - Y);",

            "float blendValue = smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));",
            "gl_FragColor = vec4(textureColor.rgb, textureColor.a * blendValue);",
        "}"
    ].join('\n');

    let uniforms = {};

    PIXI.Filter.call(this,
        vertexShader,
        fragmentShader,
        uniforms
    );

    this.uniforms.thresholdSensitivity = 0.4;
    this.uniforms.smoothing = 0.1;
    this.uniforms.colorToReplace = [0.33, 0.97, 0.17];

    this.glShaderKey = 'chromakey';
}

ChromaFilter.prototype = Object.create(PIXI.Filter.prototype);
ChromaFilter.prototype.constructor = ChromaFilter;

这将应用于视频精灵,如下所示:

This is applied to the video-sprite like this:

videoBase = new PIXI.VideoBaseTexture(videoLoaderVid);
videoBase.on('loaded', () => {
    video = videoBase.source;
    video.volume = 0;
    video.pause();
    video.currentTime = 0;

    videoTexture = new PIXI.Texture(videoBase);
    videoSprite = new PIXI.Sprite(videoTexture);

    const filter = new ChromaFilter();
    videoSprite.filters = [filter];

    resolve();
});

PIXI的设置如下:

And PIXI is set up like this:

stage = new PIXI.Container();

renderer = PIXI.autoDetectRenderer(720, 720, {
    preserveDrawingBuffer: true,
    clearBeforeRender: true
});

canvasContainer.appendChild(renderer.view);

视频图片位于其自己的DisplayObjectContainer上,并显示在另一个DisplayObjectContainer上方(因此需要色度滤镜)

The video-sprite sits on it's own DisplayObjectContainer and is displayed above another DisplayObjectContainer (hence the need for a chroma-filter)

更新:

可在此处找到固定的着色器:
https://gist.github.com/IbeVanmeenen/d4f5225ad7d2fa54fabcc38d740ba30e

The fixed shader can be found here:
https://gist.github.com/IbeVanmeenen/d4f5225ad7d2fa54fabcc38d740ba30e

在此处可以找到固定的演示:
https://jsfiddle.net/IbeVanmeenen/hexec6eg/17/

And a fixed demo can be found here:
https://jsfiddle.net/IbeVanmeenen/hexec6eg/17/

推荐答案

着色器很好,问题是没有通过制服(colorToReplacethresholdSensitivitysmoothing),它们都已设置好到0s.运气不好,我发现要解决此问题,您需要删除传递给PIXI.Filter构造函数的第三个参数:

The shader is fine, the problem is that uniforms (colorToReplace, thresholdSensitivity and smoothing) aren't passed, they're all set to 0s. By blind luck I've found that to fix that you need to remove third parameter you're passing to PIXI.Filter constructor:

/* ... */
PIXI.Filter.call(this, vertexShader, fragmentShader) // no uniforms param here
/* ... */

PS.您尚未在聊天中回答,所以我在这里发布我的发现.

PS. You haven't answer in chat, so I'm posting my findings here.

这篇关于色度键片段着色器找不到颜色的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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