Custom Lighting & Shadows

Hello Unreal Community

Probably a few people in my boat, considering ditching competition and moving over to Unreal and therefore I have some “How can I do that questions.” - I’ve been looking in the editor and googling but thought I would come out with the question(s) and see if anyone can advise.

I am currently a unity dev with a custom lighting model. The following things are true for this model:

  • I calculate nearest lights for a given area using a compute shader sharing structured buffers
  • I have a point light in my scene but all it is doing is casting shadows, which…
  • I can sample the shadow map(s) for in my shaders, where I apply my own lighting based on the recently computed lighting grid.

Do if I were to come over to Unreal, how might I go about this? Would I be able to access shadow maps from within an unlit shader/material?

Would I need to render my point light shadows myself?

Forgetting custom lighting, how many concurrent lights per object and concurrently active in the scenre does Unreal support?

Appreciate in advance.

Although I’m not a graphics programmer, as a general unreal user, I unfortunately have to say that UE is generally a fair bit less flexible with custom pipelines than Unity. Not inflexible, but the general expecation (as far as I’ve seen/heard) is that you use UE’s pipeline as far as you can, and program when you need extra/novel behavior.

I couldn’t tell you how exactly custom lighting models would work, but I think you’ll have a fair bit of work to do compared to unity.

Concurrent lights I thought I heard 4096, but to clarify: by lighting do you mean N.L, or do you mean concurrent shadowcasting lights?

As this is a deferred renderer, I’m not quite sure what ‘lights per object’ means in the sense you use it, but I am happy to provide any information I can.

Side note: although this is almost certainly not what you’re looking for, Nvidia’s branch of unreal engine has a custom ray-traced direct lighting solution that technically supports several million concurrent shadowcasting lights.