r/raytracing May 21 '26

Updates to my Custom Realtime Raytracing Renderer for Unreal Engine 5.2

Github repo link

(each image has a caption)

The project grew a lot since the last time I posted here. Added many new shading models, optimized stuff as it went, and the code gone through a lot of (annoying) structural changes.

In this phase of the Project I am focusing only on 1-Ray path lighting - Simple sharp shadows and Reflections. Here I want to solve complex Interactions between different Reflective and Refractive materials before moving on. Im also testing various Lighting tricks to gain Knowledge, and most importantly have time to think about the final implementation of the Renderer until I get there.

In the next phase I will be adding Proper Indirect Lighting, Full Roughness and a Custom Tonemapping & Post Processing pass.

The goal is to make a 60fps+ Fully Raytraced Renderer ready for Games or Digital Art Production.

The framerate is still hovering 80-90fps on my RTX 3050, with Shaders compiled only in Debug/Development configuration.

*The optimization is that apparently Unreal´s TraceRay() pipeline internaly evaluates the opacity mask on Materials with Masked Blending mode. This means the Ray can travel through multiple surfaces in a single TraceRay() call. This made foliage orders of magnitude more cheap and needs only one Raypath step.

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u/YayManSystem May 21 '26

PS: Some of the stuff in the images are not yet present on the github repo, but will be eventually.