Unity根据相机的背景色标记变化为明显的颜色并投影

发布时间:2026/9/6 2:59:37
Unity根据相机的背景色标记变化为明显的颜色并投影 1 结构2 CameraDisplay DrawingOverlay 为下面类型3 CanvasProjector 可以复制上面的Canvas然后删除其他的这样就不用修改位置比例等相关参数4 游戏对象参数设置Main Camera脚本using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; public class CameraDrawingAutoColor : MonoBehaviour { [Header(底层显示摄像头)] public RawImage CamRaw; [Header(顶层绘图面板(同尺寸全屏))] public RawImage DrawRaw; [Header(投影端RawImage)] public RawImage projectorRaw; private WebCamTexture _camTex; private Texture2D _drawTex; private int _w, _h; private bool _isDraw; private ListVector2 _curPoints new ListVector2(); private ListStroke _history new ListStroke(); private readonly Color[] _candColors { Color.black,Color.white,Color.red,Color.green, Color.blue,Color.yellow,Color.cyan,Color.magenta }; [Serializable] class Stroke { public ListVector2 pts new ListVector2(); public Color col; } void Start() { // 初始化相机 var device WebCamTexture.devices[0]; _camTex new WebCamTexture(device.name, 1280, 720); _camTex.Play(); CamRaw.texture _camTex; // 初始化顶层绘图纹理 Invoke(nameof(InitDrawTex), 0.5f); } void InitDrawTex() { _w _camTex.width; _h _camTex.height; _drawTex new Texture2D(_w, _h, TextureFormat.RGBA32, false); _drawTex.wrapMode TextureWrapMode.Clamp; ClearDrawTex(); DrawRaw.texture _drawTex; if (projectorRaw ! null) projectorRaw.texture _drawTex; } void Update() { if (_drawTex null) return; DealMouse(); RenderDraw(); // 快捷键 if (Input.GetKeyDown(KeyCode.C)) ClearAll(); if (Input.GetKeyDown(KeyCode.S)) SaveImg(); } void DealMouse() { // 按下 if (Input.GetMouseButtonDown(0)) { _isDraw true; _curPoints.Clear(); _curPoints.Add(GetMouseTexPos()); } // 拖动 if (Input.GetMouseButton(0) _isDraw) { var p GetMouseTexPos(); if (Vector2.Distance(p, _curPoints.Last()) 2f) _curPoints.Add(p); } // 抬起 if (Input.GetMouseButtonUp(0) _isDraw) { _isDraw false; if (_curPoints.Count 2) { _curPoints.Clear(); return; } // 自动选对比色 Color bestCol CalcStrokeColor(_curPoints); _history.Add(new Stroke { pts new ListVector2(_curPoints), col bestCol }); _curPoints.Clear(); } } // 鼠标屏幕坐标 → 纹理像素坐标 Vector2 GetMouseTexPos() { RectTransform rect DrawRaw.rectTransform; RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, Input.mousePosition, null, out Vector2 local); float x Mathf.Lerp(0, _w, (local.x / rect.rect.width) 0.5f); float y Mathf.Lerp(0, _h, (local.y / rect.rect.height) 0.5f); x Mathf.Clamp(x, 0, _w - 1); y Mathf.Clamp(y, 0, _h - 1); return new Vector2(x, y); } // 渲染所有笔画 void RenderDraw() { ClearDrawTex(); // 历史正式线条 foreach (var s in _history) DrawLineList(s.pts, s.col); // 当前临时灰色线 if (_isDraw _curPoints.Count 1) DrawLineList(_curPoints, Color.red); _drawTex.Apply(); } void DrawLineList(ListVector2 pts, Color col) { for (int i 0; i pts.Count - 1; i) DrawBresenham(pts[i], pts[i 1], col, 3); } // 画线 void DrawBresenham(Vector2 p1, Vector2 p2, Color col, int size) { int x0 (int)p1.x, y0 (int)p1.y; int x1 (int)p2.x, y1 (int)p2.y; int dx Mathf.Abs(x1 - x0); int dy Mathf.Abs(y1 - y0); int sx x0 x1 ? 1 : -1; int sy y0 y1 ? 1 : -1; int err dx - dy; while (true) { DrawPoint(x0, y0, col, size); if (x0 x1 y0 y1) break; int e2 2 * err; if (e2 -dy) { err - dy; x0 sx; } if (e2 dx) { err dx; y0 sy; } } } void DrawPoint(int x, int y, Color col, int r) { for (int dx -r; dx r; dx) for (int dy -r; dy r; dy) { if (dx * dx dy * dy r * r) { int px x dx; int py y dy; if (px 0 px _w py 0 py _h) _drawTex.SetPixel(px, py, col); } } } // 计算整条笔画最佳对比色 Color CalcStrokeColor(ListVector2 pts) { DictionaryColor, int vote new DictionaryColor, int(); foreach (var p in pts) { Color c GetBestColor((int)p.x, (int)p.y); if (vote.ContainsKey(c)) vote[c]; else vote[c] 1; } return vote.OrderByDescending(k k.Value).First().Key; } Color GetBestColor(int x, int y) { int win 15; int x1 Mathf.Max(0, x - win); int y1 Mathf.Max(0, y - win); int x2 Mathf.Min(_w - 1, x win); int y2 Mathf.Min(_h - 1, y win); Color avg Color.black; float r 0, g 0, b 0; int cnt 0; for (int yy y1; yy y2; yy) for (int xx x1; xx x2; xx) { Color c _camTex.GetPixel(xx, yy); r c.r; g c.g; b c.b; cnt; } avg new Color(r / cnt, g / cnt, b / cnt); float maxDis -999; Color best Color.red; foreach (var cc in _candColors) { float d Mathf.Pow(cc.r - avg.r, 2) Mathf.Pow(cc.g - avg.g, 2) Mathf.Pow(cc.b - avg.b, 2); if (d maxDis) { maxDis d; best cc; } } return best; } void ClearDrawTex() { if (_drawTex null) return; Color[] clear new Color[_w * _h]; for (int i 0; i clear.Length; i) clear[i] Color.clear; _drawTex.SetPixels(clear); } void ClearAll() { _history.Clear(); _curPoints.Clear(); _isDraw false; ClearDrawTex(); } void SaveImg() { RenderTexture rt new RenderTexture(_w, _h, 24); rt.Create(); CamRaw.texture _camTex; DrawRaw.texture _drawTex; Texture2D saveTex new Texture2D(_w, _h); saveTex.ReadPixels(new Rect(0, 0, _w, _h), 0, 0); saveTex.Apply(); byte[] png saveTex.EncodeToPNG(); string path Application.persistentDataPath /cam_draw.png; System.IO.File.WriteAllBytes(path, png); Debug.Log(保存成功 path); } void OnDestroy() { if (_camTex ! null) _camTex.Stop(); } }ProjectorCameraCanvasCanvasProjector效果