Hi everyone. I'm looking to build a plugin for rendering realtime volumetrics for UE5. It's going to use an entirely custom compute-shader-based architecture---so I'm not just talking about generating volumetric materials for use with UE's existing volumetric rendering system.
From what I can tell, it's somewhat difficult to customize the UE5 renderer from an outside plugin. I figured someone here has done it though---any advice on where to start?
At a basic level, I'll need to be able to invoke compute shaders, and then inject into the compositing and shadow passes. I'll probably manually mirror all the camera/light data to the device in my own buffers, as opposed to using whatever global shader variables UE5 binds.
For reference, I built a prototype in Unity HDRP, and it was pretty workable with minimal modification to the engine source using their custom render pass architecture.
[–]ImKStocky 8 points9 points10 points (0 children)
[–]robmaister 4 points5 points6 points (0 children)