实现photoshop 颜色混合的shader

2024-01-05 19:58

本文主要是介绍实现photoshop 颜色混合的shader,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

这个过程很是艰辛呐!

国内博客查找到的说明基本上都是这样
颜色模式:

是采用底色的亮度以及绘图色的色相、饱和度来创建最终色。它可保护原图的灰阶层次,对于图像的色彩微调、给单色和彩色图像着色都非常有用。
Color 颜色
HcScYc =HASAYB
输出图像的亮度为下层,色调和饱和度保持为上层

甚至wiki说明也是这样:

The Color blend mode preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.

我费心的去了解查找HSL,HSV到RGB之前的转化,并去验证转化是否有错误。总之最后结果都不对!
最后通过颜色坐标系在线转化工具colorizer发现颜色混合并不是像上面说的那样计算。

查找photoshop混合的文档,但是没有找到文档,自己控制单一变量记录混合后的值,甚至想学用matlab绘制函数曲线。

下班终于找到一个老外跟我遇到相同的问题了,Fuck呀。

  • It does not convert both images to the YUV colourspace, then combine the Y (luminance) channel of one image with the U and V (chrominance) channels of the second. 根本不需要YUV转换
  • It does not involve a similar transformation/combination in the HSL (hue/saturation/lightness), or HSV (hue/saturation/value) colourspaces[1].根本不需要HSL或HSV转换

  • In fact, it does not involve a simple combination of one channel from one image with the other channels of a second image in any standard colorspace.根本不需要图像在任何标准颜色坐标系中颜色通道的转换

我之前把无关HSV HSL颜色转化的的答案都过滤掉了,事实上那些才是正确的。

Adobe’s PDF specification (specifically, PDF Blend Modes: Addendum) describes the colour blend mode as a set of three functions, which I’ve paraphrased here as pseudocode (but not the same pseudocode as in the original document), with pixel being a struct of three floating point values (Red, Green, and Blue)

float Lum(pixel colour){return (colour.Red * 0.3) + (colour.Green * 0.59) + (colour.Blue * 0.11);}pixel ClipColour(pixel colour){pixel result;float luminance = Lum(colour);float cMin = min(colour.Red, colour.Green, colour.Blue);float cMax = max(colour.Red, colour.Green, colour.Blue);if (cMin < 0.0){result.Red = luminance + (((colour.Red - luminance) * luminance) / (luminance - cMin));result.Green = luminance + (((colour.Green - luminance) * luminance) / (luminance - cMin));result.Blue = luminance + (((colour.Blue - luminance) * luminance) / (luminance - cMin));}if (cMax > 1.0){result.Red = luminance + (((colour.Red - luminance) * (1.0 - luminance)) / (cMax - luminance));result.Green = luminance + (((colour.Green - luminance) * (1.0 - luminance)) / (cMax - luminance));result.Blue = luminance + (((colour.Blue - luminance) * (1.0 - luminance)) / (cMax - luminance));}return result;}pixel SetLum(pixel colour, float luminance){pixel result;float diff = luminance - Lum(colour);result.Red = colour.Red + diff;result.Green = colour.Green + diff;result.Blue = colour.Blue + diff;return ClipColour(color);
//注:这里应该是ClipColour(result)}

我改成了python的便于查看数值正确性:

class vec3:r=0g=0b=0def __init__(self,*para):self.r = 0self.g = 0self .b =0pLen = len(para)if pLen > 0:self.r = para[0]if pLen > 1:self.g = para[1]if pLen > 2:self.b = para[2]def __str__(self):return '['+str(self.r) + " " + str(self.g) + " "+ str(self.b)+']'def toNormal(self):self.r = self.r/255.0self.g = self.g/255.0self.b = self.b/255.0return selfdef toRGB(self):self.r = int(self.r*255.0)self.g = int(self.g*255.0)self.b = int(self.b*255.0)return selfdef lumF(color):return (color.r * 0.3) + (color.g * 0.59) + (color.b * 0.11)def clipColourVec3(color):result = colorluminance = lumF(color)cMin = min(color.r, color.g, color.b)cMax = max(color.r, color.g, color.b)if cMin < 0.0:result.r = luminance + (((color.r - luminance) * luminance) / (luminance - cMin))result.g = luminance + (((color.g - luminance) * luminance) / (luminance - cMin))result.b = luminance + (((color.b - luminance) * luminance) / (luminance - cMin))if cMax > 1.0:result.r = luminance + (((color.r - luminance) * (1.0 - luminance)) / (cMax - luminance))result.g = luminance + (((color.g - luminance) * (1.0 - luminance)) / (cMax - luminance))result.b = luminance + (((color.b - luminance) * (1.0 - luminance)) / (cMax - luminance))return result.toRGB()def colorBlend(colorFront,colorBack):result = vec3(0)frontLum = lumF(colorFront)backLum = lumF(colorBack) diff = backLum - frontLumresult.r = colorFront.r + diffresult.g = colorFront.g + diffresult.b = colorFront.b + diffreturn clipColourVec3(result)colorFront = vec3(198,169,79).toNormal()
colorBack = vec3(70,90,163).toNormal()finalBlend = colorBlend(colorFront,colorBack)
print finalBlend

附老外很久以前实现的ps上的混合shader,有些可能已经跟当前效果对不上了。比如该篇博客color blend

** Copyright (c) 2012, Romain Dura romain@shazbits.com
** 
** Permission to use, copy, modify, and/or distribute this software for any 
** purpose with or without fee is hereby granted, provided that the above 
** copyright notice and this permission notice appear in all copies.
** 
** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES 
** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF 
** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY 
** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES 
** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN 
** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR 
** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*//*
** Photoshop & misc math
** Blending modes, RGB/HSL/Contrast/Desaturate, levels control
**
** Romain Dura | Romz
** Blog: http://mouaif.wordpress.com
** Post: http://mouaif.wordpress.com/?p=94
*//*
** Desaturation
*/vec4 Desaturate(vec3 color, float Desaturation)
{vec3 grayXfer = vec3(0.3, 0.59, 0.11);vec3 gray = vec3(dot(grayXfer, color));return vec4(mix(color, gray, Desaturation), 1.0);
}/*
** Hue, saturation, luminance
*/vec3 RGBToHSL(vec3 color)
{vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)float fmin = min(min(color.r, color.g), color.b);    //Min. value of RGBfloat fmax = max(max(color.r, color.g), color.b);    //Max. value of RGBfloat delta = fmax - fmin;             //Delta RGB valuehsl.z = (fmax + fmin) / 2.0; // Luminanceif (delta == 0.0)       //This is a gray, no chroma...{hsl.x = 0.0;    // Huehsl.y = 0.0;    // Saturation}else                                    //Chromatic data...{if (hsl.z < 0.5)hsl.y = delta / (fmax + fmin); // Saturationelsehsl.y = delta / (2.0 - fmax - fmin); // Saturationfloat deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;if (color.r == fmax )hsl.x = deltaB - deltaG; // Hueelse if (color.g == fmax)hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hueelse if (color.b == fmax)hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hueif (hsl.x < 0.0)hsl.x += 1.0; // Hueelse if (hsl.x > 1.0)hsl.x -= 1.0; // Hue}return hsl;
}float HueToRGB(float f1, float f2, float hue)
{if (hue < 0.0)hue += 1.0;else if (hue > 1.0)hue -= 1.0;float res;if ((6.0 * hue) < 1.0)res = f1 + (f2 - f1) * 6.0 * hue;else if ((2.0 * hue) < 1.0)res = f2;else if ((3.0 * hue) < 2.0)res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;elseres = f1;return res;
}vec3 HSLToRGB(vec3 hsl)
{vec3 rgb;if (hsl.y == 0.0)rgb = vec3(hsl.z); // Luminanceelse{float f2;if (hsl.z < 0.5)f2 = hsl.z * (1.0 + hsl.y);elsef2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);float f1 = 2.0 * hsl.z - f2;rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));rgb.g = HueToRGB(f1, f2, hsl.x);rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));}return rgb;
}/*
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
*/// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
{// Increase or decrease theese values to adjust r, g and b color channels seperatelyconst float AvgLumR = 0.5;const float AvgLumG = 0.5;const float AvgLumB = 0.5;const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);vec3 brtColor = color * brt;vec3 intensity = vec3(dot(brtColor, LumCoeff));vec3 satColor = mix(intensity, brtColor, sat);vec3 conColor = mix(AvgLumin, satColor, con);return conColor;
}/*
** Float blending modes
** Adapted from here: http://www.nathanm.com/photoshop-blending-math/
** But I modified the HardMix (wrong condition), Overlay, SoftLight, ColorDodge, ColorBurn, VividLight, PinLight (inverted layers) ones to have correct results
*/#define BlendLinearDodgef           BlendAddf
#define BlendLinearBurnf            BlendSubstractf
#define BlendAddf(base, blend)      min(base + blend, 1.0)
#define BlendSubstractf(base, blend)    max(base + blend - 1.0, 0.0)
#define BlendLightenf(base, blend)      max(blend, base)
#define BlendDarkenf(base, blend)       min(blend, base)
#define BlendLinearLightf(base, blend)  (blend < 0.5 ? BlendLinearBurnf(base, (2.0 * blend)) : BlendLinearDodgef(base, (2.0 * (blend - 0.5))))
#define BlendScreenf(base, blend)       (1.0 - ((1.0 - base) * (1.0 - blend)))
#define BlendOverlayf(base, blend)  (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
#define BlendSoftLightf(base, blend)    ((blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend)))
#define BlendColorDodgef(base, blend)   ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
#define BlendColorBurnf(base, blend)    ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0))
#define BlendVividLightf(base, blend)   ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5))))
#define BlendPinLightf(base, blend)     ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5))))
#define BlendHardMixf(base, blend)  ((BlendVividLightf(base, blend) < 0.5) ? 0.0 : 1.0)
#define BlendReflectf(base, blend)      ((blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0))/*
** Vector3 blending modes
*/// Component wise blending
#define Blend(base, blend, funcf)       vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))#define BlendNormal(base, blend)        (blend)
#define BlendLighten                BlendLightenf
#define BlendDarken             BlendDarkenf
#define BlendMultiply(base, blend)      (base * blend)
#define BlendAverage(base, blend)       ((base + blend) / 2.0)
#define BlendAdd(base, blend)       min(base + blend, vec3(1.0))
#define BlendSubstract(base, blend)     max(base + blend - vec3(1.0), vec3(0.0))
#define BlendDifference(base, blend)    abs(base - blend)
#define BlendNegation(base, blend)  (vec3(1.0) - abs(vec3(1.0) - base - blend))
#define BlendExclusion(base, blend)     (base + blend - 2.0 * base * blend)
#define BlendScreen(base, blend)        Blend(base, blend, BlendScreenf)
#define BlendOverlay(base, blend)       Blend(base, blend, BlendOverlayf)
#define BlendSoftLight(base, blend)     Blend(base, blend, BlendSoftLightf)
#define BlendHardLight(base, blend)     BlendOverlay(blend, base)
#define BlendColorDodge(base, blend)    Blend(base, blend, BlendColorDodgef)
#define BlendColorBurn(base, blend)     Blend(base, blend, BlendColorBurnf)
#define BlendLinearDodge            BlendAdd
#define BlendLinearBurn         BlendSubstract
// Linear Light is another contrast-increasing mode
// If the blend color is darker than midgray, Linear Light darkens the image by decreasing the brightness. If the blend color is lighter than midgray, the result is a brighter image due to increased brightness.
#define BlendLinearLight(base, blend)   Blend(base, blend, BlendLinearLightf)
#define BlendVividLight(base, blend)    Blend(base, blend, BlendVividLightf)
#define BlendPinLight(base, blend)      Blend(base, blend, BlendPinLightf)
#define BlendHardMix(base, blend)       Blend(base, blend, BlendHardMixf)
#define BlendReflect(base, blend)       Blend(base, blend, BlendReflectf)
#define BlendGlow(base, blend)      BlendReflect(blend, base)
#define BlendPhoenix(base, blend)       (min(base, blend) - max(base, blend) + vec3(1.0))
#define BlendOpacity(base, blend, F, O)     (F(base, blend) * O + blend * (1.0 - O))// Hue Blend mode creates the result color by combining the luminance and saturation of the base color with the hue of the blend color.
vec3 BlendHue(vec3 base, vec3 blend)
{vec3 baseHSL = RGBToHSL(base);return HSLToRGB(vec3(RGBToHSL(blend).r, baseHSL.g, baseHSL.b));
}// Saturation Blend mode creates the result color by combining the luminance and hue of the base color with the saturation of the blend color.
vec3 BlendSaturation(vec3 base, vec3 blend)
{vec3 baseHSL = RGBToHSL(base);return HSLToRGB(vec3(baseHSL.r, RGBToHSL(blend).g, baseHSL.b));
}// Color Mode keeps the brightness of the base color and applies both the hue and saturation of the blend color.
vec3 BlendColor(vec3 base, vec3 blend)
{vec3 blendHSL = RGBToHSL(blend);return HSLToRGB(vec3(blendHSL.r, blendHSL.g, RGBToHSL(base).b));
}// Luminosity Blend mode creates the result color by combining the hue and saturation of the base color with the luminance of the blend color.
vec3 BlendLuminosity(vec3 base, vec3 blend)
{vec3 baseHSL = RGBToHSL(base);return HSLToRGB(vec3(baseHSL.r, baseHSL.g, RGBToHSL(blend).b));
}/*
** Gamma correction
** Details: http://blog.mouaif.org/2009/01/22/photoshop-gamma-correction-shader/
*/#define GammaCorrection(color, gamma)                               pow(color, 1.0 / gamma)/*
** Levels control (input (+gamma), output)
** Details: http://blog.mouaif.org/2009/01/28/levels-control-shader/
*/#define LevelsControlInputRange(color, minInput, maxInput)              min(max(color - vec3(minInput), vec3(0.0)) / (vec3(maxInput) - vec3(minInput)), vec3(1.0))
#define LevelsControlInput(color, minInput, gamma, maxInput)                GammaCorrection(LevelsControlInputRange(color, minInput, maxInput), gamma)
#define LevelsControlOutputRange(color, minOutput, maxOutput)           mix(vec3(minOutput), vec3(maxOutput), color)
#define LevelsControl(color, minInput, gamma, maxInput, minOutput, maxOutput)   LevelsControlOutputRange(LevelsControlInput(color, minInput, gamma, maxInput), minOutput, maxOutput)

Over,道路曲折希望遇到该问题的人少走弯路。


参考链接:
1. Secrets_of_Photoshops_Colour_Blend
2. photoshops-color-blend-mode
3. 我的小屋

这篇关于实现photoshop 颜色混合的shader的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/573996

相关文章

Python的Darts库实现时间序列预测

《Python的Darts库实现时间序列预测》Darts一个集统计、机器学习与深度学习模型于一体的Python时间序列预测库,本文主要介绍了Python的Darts库实现时间序列预测,感兴趣的可以了解... 目录目录一、什么是 Darts?二、安装与基本配置安装 Darts导入基础模块三、时间序列数据结构与

Python使用FastAPI实现大文件分片上传与断点续传功能

《Python使用FastAPI实现大文件分片上传与断点续传功能》大文件直传常遇到超时、网络抖动失败、失败后只能重传的问题,分片上传+断点续传可以把大文件拆成若干小块逐个上传,并在中断后从已完成分片继... 目录一、接口设计二、服务端实现(FastAPI)2.1 运行环境2.2 目录结构建议2.3 serv

C#实现千万数据秒级导入的代码

《C#实现千万数据秒级导入的代码》在实际开发中excel导入很常见,现代社会中很容易遇到大数据处理业务,所以本文我就给大家分享一下千万数据秒级导入怎么实现,文中有详细的代码示例供大家参考,需要的朋友可... 目录前言一、数据存储二、处理逻辑优化前代码处理逻辑优化后的代码总结前言在实际开发中excel导入很

SpringBoot+RustFS 实现文件切片极速上传的实例代码

《SpringBoot+RustFS实现文件切片极速上传的实例代码》本文介绍利用SpringBoot和RustFS构建高性能文件切片上传系统,实现大文件秒传、断点续传和分片上传等功能,具有一定的参考... 目录一、为什么选择 RustFS + SpringBoot?二、环境准备与部署2.1 安装 RustF

Nginx部署HTTP/3的实现步骤

《Nginx部署HTTP/3的实现步骤》本文介绍了在Nginx中部署HTTP/3的详细步骤,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面随着小编来一起学... 目录前提条件第一步:安装必要的依赖库第二步:获取并构建 BoringSSL第三步:获取 Nginx

MyBatis Plus实现时间字段自动填充的完整方案

《MyBatisPlus实现时间字段自动填充的完整方案》在日常开发中,我们经常需要记录数据的创建时间和更新时间,传统的做法是在每次插入或更新操作时手动设置这些时间字段,这种方式不仅繁琐,还容易遗漏,... 目录前言解决目标技术栈实现步骤1. 实体类注解配置2. 创建元数据处理器3. 服务层代码优化填充机制详

Python实现Excel批量样式修改器(附完整代码)

《Python实现Excel批量样式修改器(附完整代码)》这篇文章主要为大家详细介绍了如何使用Python实现一个Excel批量样式修改器,文中的示例代码讲解详细,感兴趣的小伙伴可以跟随小编一起学习一... 目录前言功能特性核心功能界面特性系统要求安装说明使用指南基本操作流程高级功能技术实现核心技术栈关键函

Java实现字节字符转bcd编码

《Java实现字节字符转bcd编码》BCD是一种将十进制数字编码为二进制的表示方式,常用于数字显示和存储,本文将介绍如何在Java中实现字节字符转BCD码的过程,需要的小伙伴可以了解下... 目录前言BCD码是什么Java实现字节转bcd编码方法补充总结前言BCD码(Binary-Coded Decima

SpringBoot全局域名替换的实现

《SpringBoot全局域名替换的实现》本文主要介绍了SpringBoot全局域名替换的实现,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面随着小编来一... 目录 项目结构⚙️ 配置文件application.yml️ 配置类AppProperties.Ja

Python实现批量CSV转Excel的高性能处理方案

《Python实现批量CSV转Excel的高性能处理方案》在日常办公中,我们经常需要将CSV格式的数据转换为Excel文件,本文将介绍一个基于Python的高性能解决方案,感兴趣的小伙伴可以跟随小编一... 目录一、场景需求二、技术方案三、核心代码四、批量处理方案五、性能优化六、使用示例完整代码七、小结一、