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I got something crazy for today - custom GI from a plugin in #UE5!! This is super rough and unoptimized sketch, but it's already faster than Lumen, though of course it's muuuch less accurate. Here I'm just imitating Large Scale AO using Global SDFs, no sun light bounces yet.
25,602 Aufrufe • vor 1 Jahr •via X (Twitter)
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To actually hook GI to the engine there's "FGlobalIlluminationPluginDelegates" class. Currently I'm only overwriting GBufferC alpha (Material AO) in a single global shader. You can find a bit more info here:

A few more observations on that. You can't seem to cast custom shadows on the volumetric fog, since it's a hard coded area (an excuse to make custom volumetric fog? lol). There's no hook for custom reflections, although perhaps you can use roughness buffer in the same GI pass...

Also the "Material AO" buffer stays inactive if "Allow Static Lighting" is on, but it's a known fact. This buffer seems very appropriate for custom AO, because it automatically cuts off reflection (and sky light influence) on surfaces. I'll keep experimenting...

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Can’t wait to ship my game with CMAA2, Screen space fog scattering and your custom GI lmao

Haha! GI requires quite a bit of expertise though, so I'm not sure if I'll actually be able to do this. But I guess only time will tell 😄

No 😂 It's more like this

I like your wild ideas a lot. We need more of this. Please keep being crazy

🤝

Sign me up for this one. I want something lighter like MGS5 probes GI please and thank you!
