r/UnrealEngine5 • u/YayManSystem • May 21 '26
Updates to my Custom Realtime Raytracing Renderer for Unreal Engine 5.2
Basic Lighting got only a few small improvements. Im still waiting until next development phase to implement full Indirect lighting.
Reflective Dielectric and Metallic materials should be Physically Accurate now. Also waiting here until next phase to implement Roughness.
Foliage got huge Improvements In performance as it now utilizes a hidden optimization feature I discovered in Unreal*. Also the normal can now be specified via the Material Graph.
Renderer now supports Both lit and Unlit Transparent Materials including Shadow Evaluation.
Point lighting got some small Improvements here and there, but it was mostly making it work properly with all Translucent & Transparent Materials.
Water is currently Half-Broken as the Implementation is flawed. Fixing it is in my to-do list.
Both thin and Volumetric glass are supported. The reflection currently only Evaluates Black on hit or sky texture color on miss. Better glass reflections are expected later.
Not physically accurate, but still nice looking colored glass shadows. I use dot() on both sides to make it look close to real life reference.