I have a small pet project I’d like to realize, as a purely academic exercise, not to be released or played by anyone.
Basically I want make a small port of an older game (just a level really) in UE4, and by port I mean exactly that, not in the style of those “game x remade in UE4!” with crazy lightning and effects. I want the game to look the same and play the same. So my plan would be to rip the asset from the Steam version of the game, throw them into UE4, and then use the engine’s scripting, animation and sound tools to handle that stuff, which is invisible to the user.
But, as I said, I want the game to look the same. The game is really old, just basic raw polygons and textures, per pixel lightning (if even that). No amazing lightning, PBR, AO, raytracing, normal mapping even. So instead of trying to force UE4 rendering pipeline to do that, which would never look the same probably, I was thinking about just implementing the shaders from scratch and emulate the look of the game.
Is this doable on UE4? Bypass the UE4 out of the box PBR shaders and make my own lightning calculations, texture mapping and so on. Basically I want to write my own hlsl files and load them in UE4. I know I will be giving up on a ton of optimization, but it really doesn’t matter I think since this thing is so old it really doesn’t need it (and as I said, nobody will play this, so even if it runs at 20fps it’s ok). I know about the Custon Expression node but that still plugs into the PBR shader and I don’t think this is what it is meant to be used for.