private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay> (); shader_FadeID = Shader.PropertyToID("_Fade"); shader_ColorCorrectionID = Shader.PropertyToID("_ColorCorrection"); shader_LUTTexID = Shader.PropertyToID("_LUTTex"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); lowPassFilterDict = new Dictionary <int, LowPassPointsFilter> (); opticalFlowFilterDict = new Dictionary <int, OFPointsFilter> (); faceMaskColorCorrector = new FaceMaskColorCorrector(); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; enableNoiseFilterToggle.isOn = enableNoiseFilter; enableColorCorrectionToggle.isOn = enableColorCorrection; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }
private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay>(); shader_FadeID = Shader.PropertyToID("_Fade"); shader_ColorCorrectionID = Shader.PropertyToID("_ColorCorrection"); shader_LUTTexID = Shader.PropertyToID("_LUTTex"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); lowPassFilterDict = new Dictionary <int, LowPassPointsFilter>(); opticalFlowFilterDict = new Dictionary <int, OFPointsFilter>(); faceMaskColorCorrector = new FaceMaskColorCorrector(); webCamTextureToMatHelper.Initialize(); displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; enableNoiseFilterToggle.isOn = enableNoiseFilter; enableColorCorrectionToggle.isOn = enableColorCorrection; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }
private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay> (); shader_FadeID = Shader.PropertyToID("_Fade"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); webCamTextureToMatHelper.Initialize(); displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }
private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay> (); shader_FadeID = Shader.PropertyToID("_Fade"); shader_ColorCorrectionID = Shader.PropertyToID("_ColorCorrection"); shader_LUTTexID = Shader.PropertyToID("_LUTTex"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); lowPassFilterDict = new Dictionary <int, LowPassPointsFilter> (); opticalFlowFilterDict = new Dictionary <int, OFPointsFilter> (); faceMaskColorCorrector = new FaceMaskColorCorrector(); #if UNITY_ANDROID && !UNITY_EDITOR // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2) // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/ // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178 rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS; if (webCamTextureToMatHelper.requestedIsFrontFacing) { webCamTextureToMatHelper.requestedFPS = 15; webCamTextureToMatHelper.Initialize(); } else { webCamTextureToMatHelper.Initialize(); } #else webCamTextureToMatHelper.Initialize(); #endif displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; enableNoiseFilterToggle.isOn = enableNoiseFilter; enableColorCorrectionToggle.isOn = enableColorCorrection; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }
private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay> (); // Customize face mask. GameObject newBaseObject = Instantiate(meshOverlay.baseObject); newBaseObject.name = "CustomFaceMaskTrackedMesh"; TrackedMesh tm = newBaseObject.GetComponent <TrackedMesh> (); if (extendForehead) { ExtendForehead(tm.meshFilter.mesh); } Texture alphaMask = tm.material.GetTexture("_MaskTex"); Vector2[] uv = tm.meshFilter.sharedMesh.uv2; Texture2D newAlphaMask = CreateFaceMaskAlphaMaskTexture(alphaMask.width, alphaMask.height, uv, makeBothEyesTransparent, makeMouthTransparent); tm.material.SetTexture("_MaskTex", newAlphaMask); meshOverlay.baseObject = newBaseObject; shader_FadeID = Shader.PropertyToID("_Fade"); shader_ColorCorrectionID = Shader.PropertyToID("_ColorCorrection"); shader_LUTTexID = Shader.PropertyToID("_LUTTex"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); lowPassFilterDict = new Dictionary <int, LowPassPointsFilter> (); opticalFlowFilterDict = new Dictionary <int, OFPointsFilter> (); faceMaskColorCorrector = new FaceMaskColorCorrector(); #if UNITY_ANDROID && !UNITY_EDITOR // Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2). webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true; #endif webCamTextureToMatHelper.Initialize(); displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; enableNoiseFilterToggle.isOn = enableNoiseFilter; enableColorCorrectionToggle.isOn = enableColorCorrection; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }
private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay> (); // Customize face mask. GameObject newBaseObject = Instantiate(meshOverlay.baseObject); newBaseObject.name = "CustomFaceMaskTrackedMesh"; TrackedMesh tm = newBaseObject.GetComponent <TrackedMesh> (); if (extendForehead) { ExtendForehead(tm.meshFilter.mesh); } Texture alphaMask = tm.material.GetTexture("_MaskTex"); Vector2[] uv = tm.meshFilter.sharedMesh.uv2; Texture2D newAlphaMask = CreateFaceMaskAlphaMaskTexture(alphaMask.width, alphaMask.height, uv, makeBothEyesTransparent, makeMouthTransparent); tm.material.SetTexture("_MaskTex", newAlphaMask); meshOverlay.baseObject = newBaseObject; shader_FadeID = Shader.PropertyToID("_Fade"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); webCamTextureToMatHelper.Initialize(); displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }
private void Run() { meshOverlay = this.GetComponent <TrackedMeshOverlay> (); // Customize face mask. GameObject newBaseObject = Instantiate(meshOverlay.baseObject); newBaseObject.name = "CustomFaceMaskTrackedMesh"; TrackedMesh tm = newBaseObject.GetComponent <TrackedMesh> (); if (extendForehead) { ExtendForehead(tm.meshFilter.mesh); } Texture alphaMask = tm.material.GetTexture("_MaskTex"); Vector2[] uv = tm.meshFilter.sharedMesh.uv2; Texture2D newAlphaMask = CreateFaceMaskAlphaMaskTexture(alphaMask.width, alphaMask.height, uv, makeBothEyesTransparent, makeMouthTransparent); tm.material.SetTexture("_MaskTex", newAlphaMask); meshOverlay.baseObject = newBaseObject; shader_FadeID = Shader.PropertyToID("_Fade"); shader_ColorCorrectionID = Shader.PropertyToID("_ColorCorrection"); shader_LUTTexID = Shader.PropertyToID("_LUTTex"); rectangleTracker = new RectangleTracker(); faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath); lowPassFilterDict = new Dictionary <int, LowPassPointsFilter> (); opticalFlowFilterDict = new Dictionary <int, OFPointsFilter> (); faceMaskColorCorrector = new FaceMaskColorCorrector(); #if UNITY_ANDROID && !UNITY_EDITOR // Set the requestedFPS parameter to avoid the problem of the WebCamTexture image becoming low light on some Android devices. (Pixel, pixel 2) // https://forum.unity.com/threads/android-webcamtexture-in-low-light-only-some-models.520656/ // https://forum.unity.com/threads/released-opencv-for-unity.277080/page-33#post-3445178 rearCameraRequestedFPS = webCamTextureToMatHelper.requestedFPS; if (webCamTextureToMatHelper.requestedIsFrontFacing) { webCamTextureToMatHelper.requestedFPS = 15; webCamTextureToMatHelper.Initialize(); } else { webCamTextureToMatHelper.Initialize(); } #else webCamTextureToMatHelper.Initialize(); #endif displayFaceRectsToggle.isOn = displayFaceRects; useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter; enableNoiseFilterToggle.isOn = enableNoiseFilter; enableColorCorrectionToggle.isOn = enableColorCorrection; filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces; displayDebugFacePointsToggle.isOn = displayDebugFacePoints; }