A Custom Realtime Raytracing Renderer for Unreal Engine 5.2.1 Built for my Upcoming Project(s)

- I am currently working on the next Phase of the Project
- When the next phase reaches a working state, a new repository will be created. EDIT: New repo is up (Account must be linked to Epic Games Organization, Login Required): https://github.com/Dechetmew/MGFX_UnrealEngine/tree/mgfx_ue5.2.1
- Therefore this repository will be abandoned/left here for public viewing and as access point to the new repo
- (C++) Fixed Console Command Spam
- (C++) Fixed StaticFindObjectFast() crashes (I hope)
- Reduced Shadow Artifact Issues
Check changelog.txt for previous versions
- Whitted Style Raytracing
- Direct Lighting With Point Light Support
- Simple One-Raypath Shadows
- Reflections & Translucency up to 10 steps
- Reflected Direct Lighting
- Simple Fog
- Water
Performance Target: 60fps at 1440x1080 Resolution on Nvidia RTX 3050 (at Native Resolution with No Temporal Accumulation, Upscaling or FrameGen)
Current Performance Result: 75-80fps in Medium Complexity scenes. Shaders are currently compiled without optimization so the Final result may run faster. Framerate Heavily depends on whats on the screen
GPU Requirements:
- DirectX 12 Support
- Hardware Raytracing Support
Phase 1:
- This is phase one of this project, here Im experimenting with Raytracing, Rendering tricks and Identifying the needs for a full pipeline
- One-Shader Implementation without Indirect Lighting
Phase 2:
- The following phase will be a full push towards a production ready Raytracing Renderer
- New Unreal Engine fork repo with Renderer already embeded
- Low Resolution Indirect Lighting pass
- Translucency Reflection/TIR Juniction
- Roughness Support
- Ray Magnets for Indirect Lighting
- Custom Post Process Passes for DoF, Tonemapping and Antialiasing
- Optional Checkerboard Rendering mode for GPUs below target spec
- Vulkan Support (if possible)
QA:
Why is this not a Plugin?: Overriding Vannila Unreal Rendering is Impossible using a Plugin. Any Renderer of this scale must be done via Modifying Unreal Source
Can you Update the Renderer to a Higher Unreal Version?: I dont have a reason yet, but I think this code can be ported easily with (maybe) minimal changes up to (as of writing) 5.8.0.
EDIT: If your Github account is linked to Epic Games Organization, You can download Full 5.2.1 Source with AquaRay here (login required): https://github.com/Dechetmew/MGFX_UnrealEngine/tree/5.2.1-legacy-aquaray-v13.1
Otherwise Follow the wiki for Installation:
Install: Unreal Engine Source
Install: Fixing Existing Engine Issues
Install: Installing AquaRay
The Sample project uses:
-Skyboxes from PolyHaven
-Some Models by the Stanford University



