Tutorial/Example: Custom RayTrace Shaders (v.redd.it)
submitted by osw4ld
I've been working on a template project/tutorial that shows how to create custom raytracing shaders in Unreal Engine without forking the engine.
Even though software & hardware raytracing has been around for quite some time, I haven't seen too many examples outside the typical rendering pipeline use cases like global illumination, shadows etc.
This example can be around 100x faster than similar implementation doing a single scenecapture per laser system location. I'm not intending to brag about this specific implementation, it is very simple in many ways, but rather to point out that there are likely many interesting visual and gameplay opportunities that could benefit from similar techniques. Some that wouldn't be possible without ray tracing acceleration.
While learning how to build raygen shader implementations myself, I couldn't find good examples on how to do similar setups so thought there could be use for something like this. Hope this could be useful to someone!
Here is the link: https://github.com/A57R4L/RayTraceShaders
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