UE4 用C++构建自定义材质 完成视频抠像

3 篇文章 0 订阅

一、准备知识

在材质编辑器中,通过材质表达式构建的材质

在这里插入图片描述

最右侧是待编辑的材质,可以看到它有各种属性节点(不是所有节点都同时有效,选择不同的材质域、混合模式、着色模型等,会开启或关闭相应的节点),每种属性的具体性质由左侧连接的材质表达式和材质函数来决定。

材质编辑器中的材质函数

请添加图片描述

带有 Input 前缀的节点表示函数输入,带有 Output 前缀的节点表示函数输出。
其实双击点开材质函数会发现,函数内依然是一堆材质表达式,所以,构建一个材质的基本单位就是材质表达式,无非就是要确定材质表达式的类型,以及它们之间如何是连接的。 材质函数是以资产的形式加载和保存的,在蓝图中可以直接访问,在C++中需要用LoadObject的方式主动加载访问。本篇文章中没有使用UMaterialFunction(主要是没搞懂怎么用,请大神指教),而是把所有节点都展开成UMaterialExpression来实现的。

材质表达式在C++中对应的类

你会用的这个目录下的类:
Engine/Source/Runtime/Engine/Classes/Materials
在这里插入图片描述

这个目录下包含了各种材质表达式,老多了,他们都是UMaterialExpression的子孙。蓝图中的每一种材质表达式都能在这里找到相应的C++类。

在C++中材质表达式的连接

输入节点:UMaterialExpression的子类可能拥有不同数量和名字的输入节点,用FExpressionInput保存,如下:
在这里插入图片描述

输出节点 :没有输出节点,材质表达式(UMaterialExpression)本身就是下一个节点的输入,可以类比一个链表,链表的每个节点保存有指向上一个节点的指针。你可以看到FExpressionInput类中保存了UMaterialExpression指针,指向输入的材质表达式。
连接示例:所以如果要连接两个材质表达式A和B,你应该把B的某个FExpressionInput中的UmaterialExpression指针置为A。即 B->LightMass.Expression = A;

二、大致思路

1. 先用材质编辑器构建出想要的材质,或者已经有现成的材质。
2. 将其转换为C++实现。

注意:蓝图是基于C++封装的,所有蓝图一定能在C++中找到相应实现。在C++中实现自定义材质,其实就是用C++生成(New出对象)各种材质表达式,然后连接各节点。虽然材质球从直观的蓝图变成了不那么直观的C++代码,但它们表示的拓扑结构是一致的。
3. 在C++中大致分为两步:(1)New出我们需要的表达式对象 (2)按编辑器中的结构去连接它们

三、代码示例

C++动态生成抠像材质

0. 语境介绍

UE在播放视频时,会将视频帧Buffer转换成媒体纹理,然后根据媒体纹理构建材质并应用在Mesh上,这样就可以在物体表面播放视频。而我现在想集成视频抠像功能,一个办法就是在纹理转换成材质之前,加入抠像的算法。由于整个视频组件(包括生成Mesh、创建播放器、创建媒体源、播放视频画面…)都是C++实现,所以现在需要在代码中集成自定义抠像材质。(参考文章:在 UE4 中设置色键材质

1. 将材质在编辑器中打开,查看我需要在C++中New哪些类?

在这里插入图片描述

这是一个现成的解决方案,用蓝图实现。可以看到,最左侧输入是纹理采样(对应UMaterialExpressionTextureSample),它来自于视频媒体纹理,左下角Param指示了抠像键值(对应UMaterialExpressionVectorParameter),绿幕抠像RGB值则是(0.0, 1.0, 0.0)。点开材质函数可以看到:

请添加图片描述

VectorLength也是材质函数,点开可以看到里面有一个常量和两个Distance:

请添加图片描述

这里有相当多的节点需要我们去实现。依次查看节点类型,可以发现有材质表达式常量(对应UMaterialExpressionConstant),有材质表达式相减(对应UMaterialExpressionSubtract),有材质表达式自定义ExtractColor(对应UMaterialExpressionCustom),等等。

2. 转换成C++代码

在我的组件中,创建媒体纹理和通过纹理创建动态材质实例主要通过 CreateMediaMaterialCreateMaterialFromTexture(创建抠像材质的实现在此函数中,重点关注此函数) 这两个函数实现。

CreateMediaMaterial

void UPXVideoComponent::CreateMediaMaterial()
{
	FString MediaTextureAssetName = GetOwner()->GetFName().ToString() + TEXT("_VideoTexture");
	EObjectFlags theFlags = (RF_Public | RF_Transactional);
	
	MediaTexture = NewObject<UMediaTexture>(this, UMediaTexture::StaticClass(), *MediaTextureAssetName, theFlags);
	MediaTexture->UpdateResource();
	MediaTexture->SetMediaPlayer(MediaPlayer);

	UTexture* theTexture = Cast<UTexture>(MediaTexture);
	// 通过以下函数由媒体纹理生成媒体材质,在此函数中实现材质的自定义
	UObject* theMatObj = CreateMaterialFromTexture(theTexture);
	UMaterialInterface* MediaTextureMat = Cast<UMaterialInterface>(theMatObj);

	MediaDynamicMaterial = VideoMeshComponent->CreateAndSetMaterialInstanceDynamicFromMaterial(0, MediaTextureMat);
	MediaDynamicMaterial->SetScalarParameterValue("Enable Video Alpha", 0.0f);
	MediaDynamicMaterial->SetScalarParameterValue("Enable Video Texture", 1.0f);
	MediaDynamicMaterial->SetTextureParameterValue(FName(TEXT("VideoTexture")), theTexture);
}

CreateMaterialFromTexture(重点)

UObject* UPXVideoComponent::CreateMaterialFromTexture(UTexture* UnrealTexture)
{
	FString MediaMaterialAssetName = UnrealTexture->GetFName().ToString() + TEXT("_Mat");
	EObjectFlags theFlags = (RF_Public | RF_Transactional);
	UMaterial* UnrealMaterial = nullptr;

	UPackage* Package = nullptr;
	UnrealMaterial = NewObject<UMaterial>(this, UMaterial::StaticClass(), *MediaMaterialAssetName, theFlags);

	const int X = -340;
	const int Y = 0;

	// Create a new texture sample expression, 
	// this is our texture input node into the material output.
	// [ 对应材质表达式纹理采样 ]
	UMaterialExpressionTextureSample* UnrealTextureExpression = NewObject<UMaterialExpressionTextureSample>(UnrealMaterial);

	UnrealTextureExpression->Texture = UnrealTexture;
	UnrealTextureExpression->AutoSetSampleType();
	UnrealTextureExpression->MaterialExpressionEditorX += X;
	UnrealTextureExpression->MaterialExpressionEditorY += Y;

	UnrealMaterial->Expressions.Add(UnrealTextureExpression);
	UnrealMaterial->EmissiveColor.Expression = UnrealTextureExpression;
	UnrealMaterial->SetShadingModel(EMaterialShadingModel::MSM_Unlit);

	if (bEnableKeying)
	{
		// Chroma_Key_Alpha (Simplified)
		// - Prepare for connection.
		
		// [ 对应材质表达式向量参数 ]
		UMaterialExpressionVectorParameter* ChromaParam = NewObject<UMaterialExpressionVectorParameter>(UnrealMaterial);
		ChromaParam->DefaultValue.R = float(ChromaColor.R * 1.0f / 255.0f);
		ChromaParam->DefaultValue.G = float(ChromaColor.G * 1.0f / 255.0f);
		ChromaParam->DefaultValue.B = float(ChromaColor.B * 1.0f / 255.0f);

		// [ 对应材质表达式常量 ]
		UMaterialExpressionConstant* ConstantLumaMask = NewObject<UMaterialExpressionConstant>(UnrealMaterial);
		ConstantLumaMask->R = 2.0f;

		FString ShaderCode = TEXT("float Luma = dot(Color, 1); \
		float ColorMask = exp(-Luma * 2 * PI / LumaMask); \
		Color = lerp(Color, Luma, ColorMask); \
		return Color / (dot(Color, 2));");

		FCustomInput Color;
		Color.InputName = FName(TEXT("Color"));
		FCustomInput LumaMask;
		LumaMask.InputName = FName(TEXT("LumaMask"));

		// [ 对应材质表达式自定义 ]
		UMaterialExpressionCustom* ExtractColor_Chroma = NewObject<UMaterialExpressionCustom>(UnrealMaterial);
		ExtractColor_Chroma->Code = ShaderCode;
		ExtractColor_Chroma->Inputs.Empty();
		ExtractColor_Chroma->Inputs.Add(Color);
		ExtractColor_Chroma->Inputs.Add(LumaMask);
		ExtractColor_Chroma->OutputType = ECustomMaterialOutputType::CMOT_Float3;
		ExtractColor_Chroma->Desc = TEXT("ExtractColor");

		// [ 对应材质表达式自定义 ]
		UMaterialExpressionCustom* ExtractColor_Image = NewObject<UMaterialExpressionCustom>(UnrealMaterial);
		ExtractColor_Image->Code = ShaderCode;
		ExtractColor_Image->Inputs.Empty();
		ExtractColor_Image->Inputs.Add(Color);
		ExtractColor_Image->Inputs.Add(LumaMask);
		ExtractColor_Image->OutputType = ECustomMaterialOutputType::CMOT_Float3;
		ExtractColor_Image->Desc = TEXT("ExtractColor");

		// [ 对应材质表达式相减 ]
		UMaterialExpressionSubtract* Subtract = NewObject<UMaterialExpressionSubtract>(UnrealMaterial);

		// [ 对应材质表达式常量 ]
		UMaterialExpressionConstant* ConstantZero = NewObject<UMaterialExpressionConstant>(UnrealMaterial);
		ConstantZero->R = 0.0f;

		// [ 对应材质表达式距离 ]
		UMaterialExpressionDistance* Distance = NewObject<UMaterialExpressionDistance>(UnrealMaterial);

		// - Graph node connection.
		// 开始连接各个材质表达式,拓扑结构和材质编辑器中展现的结构保持一致
		Distance->A.Expression = ConstantZero;
		Distance->B.Expression = Subtract;

		Subtract->A.Expression = ExtractColor_Chroma;
		Subtract->B.Expression = ExtractColor_Image;

		ExtractColor_Chroma->Inputs[0].Input.Expression = ChromaParam;
		ExtractColor_Chroma->Inputs[1].Input.Expression = ConstantLumaMask;

		ExtractColor_Image->Inputs[0].Input.Expression = UnrealTextureExpression;
		ExtractColor_Image->Inputs[1].Input.Expression = ConstantLumaMask;

		UnrealMaterial->Expressions.Add(Distance);
		UnrealMaterial->OpacityMask.Expression = Distance;
		UnrealMaterial->BlendMode = EBlendMode::BLEND_Masked;
	}

	UnrealMaterial->PostLoad();

	return UnrealMaterial;
}

CreateMaterialFromTextureV2 (升级版实现 自动抠像 抠像效果更佳)

UObject* UPXVideoComponent::CreateMaterialFromTextureV2(UTexture* UnrealTexture)
{
	FString MediaMaterialAssetName = UnrealTexture->GetFName().ToString() + TEXT("_Mat");
	EObjectFlags theFlags = (RF_Public | RF_Transactional);
	UMaterial* UnrealMaterial = nullptr;

	UnrealMaterial = NewObject<UMaterial>(this, UMaterial::StaticClass(), *MediaMaterialAssetName, theFlags);

	const int X = -340;
	const int Y = 0;

	// Create a new texture sample expression, 
	UMaterialExpressionTextureCoordinate* UVs = NewObject<UMaterialExpressionTextureCoordinate>(UnrealMaterial);
	UVs->CoordinateIndex = 0;
	UVs->UTiling = 1.0f;
	UVs->VTiling = 1.0f;

	UMaterialExpressionTextureSampleParameter2D* Video = NewObject<UMaterialExpressionTextureSampleParameter2D>(UnrealMaterial);
	Video->SamplerType = EMaterialSamplerType::SAMPLERTYPE_External;
	Video->Texture = UnrealTexture;
	Video->Coordinates.Expression = UVs;
	Video->MaterialExpressionEditorX += X;
	Video->MaterialExpressionEditorY += Y;

	UnrealMaterial->Expressions.Add(Video);
	UnrealMaterial->EmissiveColor.Expression = Video;
	UnrealMaterial->SetShadingModel(EMaterialShadingModel::MSM_Unlit);

	if (bEnableKeying)
	{
		// M_CPCutout
		// - Prepare for connection
		// -- Emissive Color
		UMaterialExpressionComponentMask* Mask_R = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		Mask_R->R = 1;
		Mask_R->G = 0;
		Mask_R->B = 0;
		Mask_R->A = 0;
		UMaterialExpressionComponentMask* Mask_G = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		Mask_G->R = 0;
		Mask_G->G = 1;
		Mask_G->B = 0;
		Mask_G->A = 0;
		UMaterialExpressionComponentMask* Mask_B = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		Mask_B->R = 0;
		Mask_B->G = 0;
		Mask_B->B = 1;
		Mask_B->A = 0;

		UMaterialExpressionAdd* Add = NewObject<UMaterialExpressionAdd>(UnrealMaterial);
		UMaterialExpressionDivide* Divide = NewObject<UMaterialExpressionDivide>(UnrealMaterial);
		Divide->ConstB = 2.0f;

		UMaterialExpressionIf* If = NewObject<UMaterialExpressionIf>(UnrealMaterial);

		UMaterialExpressionAppendVector* Append_0 = NewObject<UMaterialExpressionAppendVector>(UnrealMaterial);
		UMaterialExpressionAppendVector* Append_1 = NewObject<UMaterialExpressionAppendVector>(UnrealMaterial);

		// -- Opacity Mask
		UMaterialExpressionTextureObject* TextureObject = NewObject<UMaterialExpressionTextureObject>(UnrealMaterial);
		TextureObject->SamplerType = EMaterialSamplerType::SAMPLERTYPE_External;
		TextureObject->Texture = UnrealTexture;

		UMaterialExpressionTextureCoordinate* TextureCoordinate = NewObject<UMaterialExpressionTextureCoordinate>(UnrealMaterial);
		TextureCoordinate->CoordinateIndex = 0;
		TextureCoordinate->UTiling = 1.0f;
		TextureCoordinate->VTiling = 1.0f;

		UMaterialExpressionConstant2Vector* Constant2Vector = NewObject<UMaterialExpressionConstant2Vector>(UnrealMaterial);
		Constant2Vector->R = 0.0f;
		Constant2Vector->G = 0.0f;

		FString CustomCode = TEXT("Tex.Load(int3(Coordinate,0))");
		FCustomInput Tex;
		Tex.InputName = FName(TEXT("Tex"));
		FCustomInput UV;
		UV.InputName = FName(TEXT("UV"));
		FCustomInput Coordinate;
		Coordinate.InputName = FName(TEXT("Coordinate"));
		UMaterialExpressionCustom* Custom = NewObject<UMaterialExpressionCustom>(UnrealMaterial);
		Custom->Code = CustomCode;
		Custom->Inputs.Empty();
		Custom->Inputs.Add(Tex);
		Custom->Inputs.Add(UV);
		Custom->Inputs.Add(Coordinate);
		Custom->OutputType = ECustomMaterialOutputType::CMOT_Float3;
		Custom->Desc = TEXT("Custom");

		UMaterialExpressionVectorParameter* AlphaThresOffset = NewObject<UMaterialExpressionVectorParameter>(UnrealMaterial);
		AlphaThresOffset->ParameterName = "AlphaThresOffset";
		AlphaThresOffset->DefaultValue.R = 1.0f;
		AlphaThresOffset->DefaultValue.G = 0.0f;
		AlphaThresOffset->DefaultValue.B = 0.0f;
		AlphaThresOffset->DefaultValue.A = 1.0f;
		UMaterialExpressionComponentMask* AlphaThresOffset_Mask = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		AlphaThresOffset_Mask->R = 1;
		AlphaThresOffset_Mask->G = 1;
		AlphaThresOffset_Mask->B = 0;
		AlphaThresOffset_Mask->A = 0;

		UMaterialExpressionVectorParameter* WeightsRB = NewObject<UMaterialExpressionVectorParameter>(UnrealMaterial);
		WeightsRB->ParameterName = "WeightsRB";
		WeightsRB->DefaultValue.R = 0.5f;
		WeightsRB->DefaultValue.G = 0.5f;
		WeightsRB->DefaultValue.B = 0.0f;
		WeightsRB->DefaultValue.A = 1.0f;
		UMaterialExpressionComponentMask* WeightsRB_Mask = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		WeightsRB_Mask->R = 1;
		WeightsRB_Mask->G = 1;
		WeightsRB_Mask->B = 0;
		WeightsRB_Mask->A = 0;

		UMaterialExpressionVectorParameter* ClipBW = NewObject<UMaterialExpressionVectorParameter>(UnrealMaterial);
		ClipBW->ParameterName = "ClipBW";
		ClipBW->DefaultValue.R = 0.0f;
		ClipBW->DefaultValue.G = 1.0f;
		ClipBW->DefaultValue.B = 0.0f;
		ClipBW->DefaultValue.A = 1.0f;
		UMaterialExpressionComponentMask* ClipBW_Mask = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		ClipBW_Mask->R = 1;
		ClipBW_Mask->G = 1;
		ClipBW_Mask->B = 0;
		ClipBW_Mask->A = 0;

		UMaterialExpressionScalarParameter* Unpremult = NewObject<UMaterialExpressionScalarParameter>(UnrealMaterial);
		Unpremult->DefaultValue = 0.0f;

		FString ColorDiffKeyerCode = TEXT("const float epsilon = 0.001; \
			float diffGR = max(KeyColor.g - KeyColor.r, epsilon); \
			float diffGB = max(KeyColor.g - KeyColor.b, epsilon); \
			float diff = min(diffGR, diffGB); \
			float weightedRB = GreenScreen.g - (GreenScreen.r * WeightsRB.x + GreenScreen.b * WeightsRB.y); \
			float alpha = weightedRB / diff; \
			alpha /= AlphaThresOffset.x; \
			alpha = (alpha - ClipBW.x) / (ClipBW.y - ClipBW.x); \
			alpha = saturate((alpha - AlphaThresOffset.y) / (1.0 - AlphaThresOffset.y)); \
			alpha = 1.0 - alpha; \
			float3 rgb = lerp(GreenScreen, GreenScreen * alpha, Unpremult); \
			return float4(rgb, alpha);");
		FCustomInput GreenScreenInput;
		GreenScreenInput.InputName = FName(TEXT("GreenScreen"));
		FCustomInput KeyColorInput;
		KeyColorInput.InputName = FName(TEXT("KeyColor"));
		FCustomInput AlphaThresOffsetInput;
		AlphaThresOffsetInput.InputName = FName(TEXT("AlphaThresOffset"));
		FCustomInput WeightsRBInput;
		WeightsRBInput.InputName = FName(TEXT("WeightsRB"));
		FCustomInput ClipBWInput;
		ClipBWInput.InputName = FName(TEXT("ClipBW"));
		FCustomInput UnpremultInput;
		UnpremultInput.InputName = FName(TEXT("Unpremult"));
		UMaterialExpressionCustom* ColorDiffKeyer = NewObject<UMaterialExpressionCustom>(UnrealMaterial);
		ColorDiffKeyer->Code = ColorDiffKeyerCode;
		ColorDiffKeyer->Inputs.Empty();
		ColorDiffKeyer->Inputs.Add(GreenScreenInput);
		ColorDiffKeyer->Inputs.Add(KeyColorInput);
		ColorDiffKeyer->Inputs.Add(AlphaThresOffsetInput);
		ColorDiffKeyer->Inputs.Add(WeightsRBInput);
		ColorDiffKeyer->Inputs.Add(ClipBWInput);
		ColorDiffKeyer->Inputs.Add(UnpremultInput);
		ColorDiffKeyer->OutputType = ECustomMaterialOutputType::CMOT_Float4;
		ColorDiffKeyer->Desc = TEXT("ColorDiffKeyer");
		UMaterialExpressionComponentMask* ColorDiffKeyer_Mask = NewObject<UMaterialExpressionComponentMask>(UnrealMaterial);
		ColorDiffKeyer_Mask->R = 0;
		ColorDiffKeyer_Mask->G = 0;
		ColorDiffKeyer_Mask->B = 0;
		ColorDiffKeyer_Mask->A = 1;

		// - Graph node connection.
		// -- Emissive Color
		Mask_R->Input.Expression = Video;
		Mask_G->Input.Expression = Video;
		Mask_B->Input.Expression = Video;

		Add->A.Expression = Mask_R;
		Add->B.Expression = Mask_B;

		Divide->A.Expression = Add;

		If->A.Expression = Mask_G;
		If->B.Expression = Divide;
		If->AGreaterThanB.Expression = Divide;
		If->AEqualsB.Expression = Mask_G;
		If->ALessThanB.Expression = Mask_G;

		Append_0->A.Expression = Mask_R;
		Append_0->B.Expression = If;
		Append_1->A.Expression = Append_0;
		Append_1->B.Expression = Mask_B;

		UnrealMaterial->Expressions.Add(Append_1);
		UnrealMaterial->EmissiveColor.Expression = Append_1;
		
		// -- Opacity Mask
		Custom->Inputs[0].Input.Expression = TextureObject;
		Custom->Inputs[1].Input.Expression = TextureCoordinate;
		Custom->Inputs[2].Input.Expression = Constant2Vector;

		AlphaThresOffset_Mask->Input.Expression = AlphaThresOffset;
		WeightsRB_Mask->Input.Expression = WeightsRB;
		ClipBW_Mask->Input.Expression = ClipBW;

		ColorDiffKeyer->Inputs[0].Input.Expression = Video; // GreenScreen
		ColorDiffKeyer->Inputs[1].Input.Expression = Custom; // KeyColor
		ColorDiffKeyer->Inputs[2].Input.Expression = AlphaThresOffset_Mask; // AlphaThresOffset
		ColorDiffKeyer->Inputs[3].Input.Expression = WeightsRB_Mask; // WeightsRB
		ColorDiffKeyer->Inputs[4].Input.Expression = ClipBW_Mask; // ClipBW
		ColorDiffKeyer->Inputs[5].Input.Expression = Unpremult; // Unpremult

		ColorDiffKeyer_Mask->Input.Expression = ColorDiffKeyer;

		UnrealMaterial->Expressions.Add(ColorDiffKeyer_Mask);
		UnrealMaterial->OpacityMask.Expression = ColorDiffKeyer_Mask;

		UnrealMaterial->BlendMode = EBlendMode::BLEND_Masked;
	}

	UnrealMaterial->PostLoad();

	UE_LOG(LogVideo, Log, TEXT("[PXVideoComponent] Media material(%s) created. Keying(%d). Translucency(%d)"), *UnrealMaterial->GetFName().ToString(), bEnableKeying, bEnableTranslucency);
	return UnrealMaterial;
}

四、自定义材质效果

代码中 bEnableKeying = false 对比 bEnableKeying = true
bEnableKeying = false:
请添加图片描述

bEnableKeying = true:

在这里插入图片描述

五、参考

https://zhuanlan.zhihu.com/p/86302046

转自:https://blog.csdn.net/krabbit1997/article/details/125486280

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