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RopeBunnyVJ 2025-01-29 21:54:42 -08:00
parent dd4affa5d0
commit d4a3e9355e
50 changed files with 3943 additions and 0 deletions

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using UnityEditor.Media;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class CaptureVideo : MonoBehaviour
{
MediaEncoder encoder;
public Texture2D tex;
public RenderTexture rt;
public int targetFrameRate = 60;
int frameCount = 0;
// Start is called before the first frame update
void Start()
{
var videoAttr = new VideoTrackAttributes
{
frameRate = new MediaRational(targetFrameRate),
width = 256,
height = 256,
includeAlpha = false
};
var encodedFilePath = Path.Combine(Path.GetTempPath(), "my_movie.mp4");
Debug.Log(encodedFilePath);
if (File.Exists(encodedFilePath)) {
File.Delete(encodedFilePath);
}
tex = new Texture2D((int)videoAttr.width, (int)videoAttr.height, TextureFormat.RGBA32, false);
encoder = new MediaEncoder(encodedFilePath, videoAttr);
rt = GetComponent<Camera>().targetTexture;
}
// Update is called once per frame
void Update()
{
// Graphics.CopyTexture(rt, tex);
float expectedFrames = Time.timeSinceLevelLoad * targetFrameRate;
if (frameCount < expectedFrames) {
// "Unity RenderTexture as Texture2D" (Google)
// https://stackoverflow.com/questions/44264468/convert-rendertexture-to-texture2d/44265122#44265122
RenderTexture.active = rt;
tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
tex.Apply();
// depth:
/** ON GPU, assemble different parts of frame and convert it into the RGBA32 format
To start, do a linear space conversion from the depth into the red channel, but this limits
depth to 256 values.
To upgrade, encode into the other color channels as well for more range, but need to write more
code on the decoding side to handle this too.
Also consider video compression! Minor changes to color should only have a minor change to depth
information, so the last significant bits in conversion should have the least impact on the color.
*/
encoder.AddFrame(tex);
frameCount += 1;
}
}
void OnDestroy()
{
encoder.Dispose();
}
}

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Shader "Custom/DepthOnly"
{
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float depth : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = o.pos.z / o.pos.w;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// Output depth as grayscale
return fixed4((i.depth / 2), (i.depth / 2), (i.depth / 2), 1.0);
}
ENDCG
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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Assets/RT2script.cs Normal file
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using UnityEditor.Media;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class RT2script : MonoBehaviour
{
MediaEncoder encoder;
public RenderTexture colorImage, depthImage;
public Texture2D outputImage;
public int targetFrameRate = 60;
int frameCount = 0;
// Start is called before the first frame update
void Start()
{
// Define video attributes
var videoAttr = new VideoTrackAttributes
{
frameRate = new MediaRational(targetFrameRate),
width = 512,
height = 256,
includeAlpha = false
};
// Define file path for movie
var encodedFilePath = Path.Combine(Path.GetTempPath(), "my_movie_depth.mp4");
Debug.Log(encodedFilePath);
if (File.Exists(encodedFilePath)) {
File.Delete(encodedFilePath);
}
colorImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
depthImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
outputImage = new Texture2D((int)videoAttr.width, (int)videoAttr.height, TextureFormat.RGBA32, false);
Camera c = GetComponent<Camera>();
c.targetTexture = colorImage;
Camera depthCamera = new GameObject("DepthCamera").AddComponent<Camera>();
depthCamera.CopyFrom(c);
// depthCamera.transform.position = c.transform.position;
// depthCamera.transform.rotation = c.transform.rotation;
// depthCamera.fieldOfView = c.fieldOfView;
// depthCamera.nearClipPlane = c.nearClipPlane;
// depthCamera.farClipPlane = c.farClipPlane;
// depthCamera.orthographic = c.orthographic;
depthCamera.targetTexture = depthImage;
depthCamera.clearFlags = CameraClearFlags.SolidColor;
depthCamera.backgroundColor = Color.black;
depthCamera.SetReplacementShader(Shader.Find("Custom/DepthOnly"), "");
encoder = new MediaEncoder(encodedFilePath, videoAttr);
}
// Update is called once per frame
void Update()
{
float expectedFrames = Time.timeSinceLevelLoad * targetFrameRate;
if (frameCount < expectedFrames) {
// Graphics.CopyTexture(colorImage, 0, 0, 0, 0, 256, 256, outputImage, 0, 0, 0, 0);
// Graphics.CopyTexture(depthImage, 0, 0, 0, 0, 256, 256, outputImage, 0, 0, 256, 0);
RenderTexture.active = colorImage;
outputImage.ReadPixels(new Rect(0, 0, 256, 256), 0, 0);
outputImage.Apply();
RenderTexture.active = depthImage;
outputImage.ReadPixels(new Rect(0, 0, 256, 256), 256, 0);
outputImage.Apply();
encoder.AddFrame(outputImage);
frameCount += 1;
}
}
void OnDestroy()
{
encoder.Dispose();
}
}

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Assets/RT3script.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using System.IO;
public class RT3script : MonoBehaviour
{
public RenderTexture colorImage, depthImage;
public string outputRTMP = "rtmp://your_monaserver_address/live/stream_key";
public string mp4name = "my_movie_depth_ffmpeg.mp4";
public Texture2D outputImage;
public int targetFrameRate = 30;
int frameCount = 0;
private Process ffmpegProcess;
private string outputMP4;
// Start is called before the first frame update
void Start()
{
// Define file path for movie
outputMP4 = Path.Combine(Path.GetTempPath(), mp4name);
UnityEngine.Debug.Log(outputMP4);
if (File.Exists(outputMP4)) {
File.Delete(outputMP4);
}
colorImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
depthImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32);
outputImage = new Texture2D(512,512, TextureFormat.RGBA32, false);
Camera c = GetComponent<Camera>();
c.targetTexture = colorImage;
Camera depthCamera = new GameObject("DepthCamera").AddComponent<Camera>();
depthCamera.CopyFrom(c);
// depthCamera.transform.position = c.transform.position;
// depthCamera.transform.rotation = c.transform.rotation;
// depthCamera.fieldOfView = c.fieldOfView;
// depthCamera.nearClipPlane = c.nearClipPlane;
// depthCamera.farClipPlane = c.farClipPlane;
// depthCamera.orthographic = c.orthographic;
depthCamera.targetTexture = depthImage;
depthCamera.clearFlags = CameraClearFlags.SolidColor;
depthCamera.backgroundColor = Color.black;
depthCamera.SetReplacementShader(Shader.Find("Custom/DepthOnly"), "");
// Initialize FFmpeg process
StartFFmpeg();
}
// Update is called once per frame
void Update()
{
float expectedFrames = Time.timeSinceLevelLoad * targetFrameRate;
if (frameCount < expectedFrames) {
// Graphics.CopyTexture(colorImage, 0, 0, 0, 0, 256, 256, outputImage, 0, 0, 0, 0);
// Graphics.CopyTexture(depthImage, 0, 0, 0, 0, 256, 256, outputImage, 0, 0, 256, 0);
RenderTexture.active = colorImage;
outputImage.ReadPixels(new Rect(0, 0, 256, 256), 0, 0);
outputImage.Apply();
RenderTexture.active = depthImage;
outputImage.ReadPixels(new Rect(0, 0, 256, 256), 256, 0);
outputImage.Apply();
// Get the raw pixel data and write it to FFmpeg's input stream
byte[] frameBytes = outputImage.GetRawTextureData();
ffmpegProcess.StandardInput.BaseStream.Write(frameBytes, 0, frameBytes.Length);
ffmpegProcess.StandardInput.BaseStream.Flush();
frameCount += 1;
}
}
void OnDestroy()
{
}
private void OnApplicationQuit()
{
// Stop FFmpeg process when the application quits
if (ffmpegProcess != null && !ffmpegProcess.HasExited)
{
ffmpegProcess.StandardInput.Close();
// ffmpegProcess.Kill();
ffmpegProcess.WaitForExit();
ffmpegProcess = null;
UnityEngine.Debug.Log("FFmpeg process stopped (hopefully) ");
}
}
private void StartFFmpeg()
{
// Setup FFmpeg process with arguments for RTMP streaming
string ffmpegArgs = $"-y -f rawvideo -vcodec rawvideo -pix_fmt rgb24 -s {outputImage.width}x{outputImage.height} " +
// $"-r {targetFrameRate} -i pipe:0 -c:v libx264 -preset ultrafast -tune zerolatency -pix_fmt yuv420p -f flv {outputRTMP}";
$"-r 30 -i pipe:0 -c:v libx264 -preset ultrafast -pix_fmt yuv420p \"{outputMP4}\"";
ffmpegProcess = new Process();
ffmpegProcess.StartInfo.FileName = "F:\\ffmpeg-7.1-full_build\\bin\\ffmpeg.exe";
ffmpegProcess.StartInfo.Arguments = ffmpegArgs;
ffmpegProcess.StartInfo.UseShellExecute = false;
ffmpegProcess.StartInfo.RedirectStandardInput = true;
ffmpegProcess.StartInfo.CreateNoWindow = true;
ffmpegProcess.Start();
UnityEngine.Debug.Log("FFmpeg process started with arguments: " + ffmpegArgs);
}
}

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using System.Collections.Generic;
using UnityEngine;
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{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
// Transform t = GetComponent<Transform>();
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